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Bwsted

Bwsted

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Bwsted
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  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2863908#Comment_2863908

    To be fair, Nurse seems to instantly down sometimes, like you have to Dead Hard preemptively or else she downs you, because there's zero time to react.

    If you're talking about the lunge before reappearing, I don't think they know how to fix it.

    Her reappearance mechanic was changed to prevent that (iirc, around the time she was nerfed) yet that bug has been in the game for just as long as the (failed) fix.

    Now that she's been recoded from the ground up and that still exist, I don't think it will ever change.

  • I go against Nurses with full all-in builds in about one third of my trials and I'm a killer main.

    I've got 3k hours though. So, in the long run I probably ended up in the bracket with more competitive-ish players.

    I'd say give it some time and you might see more nurses down the road. Unless there's some region-specific trend in your area, or time when you play, that make it less likely to run into players gravitating toward the strongest characters.

  • If you're motivated by campers and tunnelers (or lack thereof), you should be talking mainly about DS and BT, not DH.

  • It'd be better type of offering than all those that have been introduced lately.

    There's no need to sacrifice bp for xp.

    Offerings are meant to be boosters. You already pay bp to buy them.

    Spawning chance would have to just work with the current tiers, as the rarity system is standardized.

  • Don't swear. It's bad manners.

  • I'm not sure I understand correctly.

    Once you press m1 to start whipping his camera locks in place and that's always been a thing. What one could do was to strafe left or right to use the lingering hitbox.

    Do you mean that after yesterday's update his camera is locked while you're simply holding his tentacle out?

  • @crystalkitti said:

    Gonna be honest... not sure I've ever even heard her lullaby. Either I hear nothing (De-manifested; if she's close you can hear the warping sounds) or I hear the Heartbeat (Manifested). Never have I heard anything like Anna/Freddy's Lullaby....

    What you call warping sound are her lullaby.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2863911#Comment_2863911

    The traveling speed is intentional. A blink will always take at most 1.5 seconds. With both range speeds nurse has to travel farther. So she blinks faster to stay in the 1.5 second time frame.

    No, the traveling speed was faster even within normal range. The speed is proportional to the distance traveled and that's what it wasn't happening.

  • Someone is tanking your average mmr into the ground and below. You aren't facing good killers yet. Give it time.

  • Did you test this? Because patch notes talk about charge time, but the issue was with the traveling speed of the blink.

  • @Bava said:

    https://forum.deadbydaylight.com/en/discussion/comment/2861817#Comment_2861817

    Thats interesting. It worked for me till last patch perfectly.

    I am using this command to "flag" players I dont want to play with. So I check every time my group mates if the communication is blocked.

    It hasn't worked for me in a long time. I'm on Steam. So, I don't know if it was a platform issue.

  • @Bava said:

    https://forum.deadbydaylight.com/en/discussion/comment/2861026#Comment_2861026

    Read carefully: "to block communication"

    Nevertheless the switch has to change. This worked in the past and stoped with last patch.

    It stopped working well before last patch, at least for me.

    It was also reported, but nothing came of it.

  • @BenZ0 said:

    It wasnt as op as ppl said it was, its just annoying if you actually managed to grab ppl off gens, but if survivors had a brain you could still react to it. It was strong yes but it wasnt "no counterplay busted", for example iri Blight tag is way stronger in comparison.

    No, you couldn't react to it at all. It didn't have anything to do with having a brain There was no indication whatsoever she was phasing and with collision you could just tell on what side of the gen the survivor was.

    The only counter was to gen tap and with latency sometimes a grab still happened.

  • Most ppl who are calling killers facecampers nowdays don't even know what they are talking about, the killer is probably patrolling or normal camping at best, but even then they get called like that, ugh...

    I agree. Imagine calling facecamper someone who's simply circling the hook in a 1 meter radius. ######### disgusting behavior from the survivors smh. #FreeBubba

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857337#Comment_2857337

    Removing perk tiers can't just be "done now" the devs have literally said on the Q&A that removing perk tiers is a lot of effort that could be better spent ACTUALLY fixing the problem.

    The bloodweb and perk tiers themselves have been reworked multiple times with some very extensive and substsntial change. And it was done without much fuss and when they were a much smaller company.

    All their arguments about how 'much work' it would require to remove tiers are just meant to be non-committal about any changes at all.

    But they definitely have the capability to do it.

  • Pain resonance and surge do work.

    Ruin did in one of the early tomes, but I think it got patched and it definitely didn't work in later tomes.

    In general, take the descrption of the perk and look for words like 'explode' or 'damage'. If they're there, it usually works for the challenge.

    If the perk just says that it makes generators regress, like Ruin or Oppression (the latter regarding the gens other than the one you kick), then it normally doesn't count.

  • Yes and yes. Being 3-foot tall in grass while wearing blinders felt like my greatest ever gaming experience. But she's gonna have some cool skins for real money. So, everything's good, kappa.

  • Removing two thirds of the grind might not be a solution, but no amount of arguing will prove that it won't AT LEAST be a massive improvement, if not even a necessary stop.

  • No. There's no such a thing as a literal 'anti' tunnel in DbD. It's just loose wording which has become customary to mean to discourage and/or penalize.

    Which is what DS does. It discourages tunneling by telling the killer "hey! if (big if) the survivor has DS, then you'll get penalized by resetting the chase".

    Which in point of fact, it doesn't work as an 'anti' in the current meta, considering that:

    • The top 3 killers in the game can redown the survivor immediately with one use of their power after getting out of stun. And the result is to neither discourage nor penalize (unless we talk about 10 sec gained by the survivors). That's why you see Nurse/Spirit/Blight insta tunneling and picking up.
    • Even if you're an off-meta killer, it's become understood in the years that eating a DS early is not that bad. At worst, you get rid of it and you have a free tunnel later. At best, you win the gamble and you can force early deaths. And that explains why the meta is to tunnel in general.

    DS was the big bad boogyman once upon a time. It was also stupid pre nerf, of course. But if you tunnel off unhook, it works exactly the same. Players have just started to disrespect it because they heard the word 'nerfed' and suddenly they came to the realization that taking it to the face is not the end of the world and it wasn't before.

  • She'd been disabled for a long time and her range addons are currently bugged, so everybody wants to abuse them while they last.

  • You can be blinded by slightly outside your fov. It's always been a (dumb) thing.

    With that being said, there are also hacks, of course.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846675#Comment_2846675

    Mad Grit stops them from wiggling. Their wiggle effects should be nullified since they are not wiggling.

    If a survivor chooses not to wiggle, the killer is not affected by Boil Over. This means the Boil Over mechanic is bugged.

    It only affects the wiggle timer (well, beside the fact that it's a progression bar and not an actual timer).

    Untitled Image


  • Let me consult the official rulebook on -reps and I'll let you know.

  • Are you surprised at BHVR's lack of consistency?

    I mean, look at fog whisperers' requirements:

    "Behaviour Interactive is looking for passionate streamers and video creators that have an established positive presence in the DbD Community and creator space."

    That's literally what they say they look for and they have 'certain' fog whisperers who openly say they try to farm salt and who play as much as possible trying to antagonize other players.

    If BHVR are so cognitevily dissonant to openly induct and support people like that, imagine how active could they get against randos advertising exploits on youtube.

  • I remember when the no healing meta was gonna kill dbd because it encouraged genrushing. Oh well, I guess there's no pleasing everyone.

  • @Steel_Eyed said:

    I just figured this would be one of those achievements that naturally gets completed.

    I agree, in the sense that I don't think there's any reliable way to farm this outside a SWF. And even in a party, you rely on killers dropping chase, or playing hit'n'run... in CoH era, mind you.

    The only sensible strategies are, imho:

    • to run Empathic Connection and to sit on gens aka the captain obvious strat.
    • Or, to set a CoH boon and stand in the area, assuming it's gonna be a rally point for all injured survivors. But you're throwing the match for that.
  • @evancalgary said:

    how does it work i want to know?

    Untitled Image
    • Body is 1 character too short.


  • I predict neither will happen any time soon.

  • The actual requirements to get it are extremely ill-designed.

    Run empathic connection and stay in the same spot. That's it.

  • It's been acknowledged as a bug.

  • No. She's A tier because the infection speed power crept her. You just need to proxy hooks and you will force survivors to cleanse giving you free corrupt fountains.

  • @Aven_Fallen said:

    When it is not mentioned anywhere, I would assume it is a Bug. Because the Stun for Pallet Saves is a Stun of a Survivor escaping the Killers grasp and not a Pallet Stun.

    This^. It's a special stun that applies to grasp rescue/escapes by any means: pallets, flashlights, head on, wiggling etc. And it's a fixed lenght.

    Those trigger the escape/rescue event, but it's the latter that applies the stun.

    Also, with Enduring reduction, you'd be basically out of stun as they complete the drop animation. Definitely not intended.

    On a side note, this bug makes power struggle useless if you fall same side as the killer.

  • I can't watch the video, but by the description it sounds like the effect got accidentally reversed to their old omega blink form. That would be hilarious if true.

  • "If you do anything that I don't like I'll throw a tantrum and call you toxic."

  • Sadako has a guaranteed win, if she manages to kill 1 Survivor before ~3 Generators get finished.

    That's not a great argument. You can replace Sadako in that sentence with most of the roaster and a 3-gen holding ability is not even a necessary condition.

    That essentially translates to: Sadako has a guaranteed win, if she manages to put herself in a situation where a killer gets a guaranteed win.

    The crux of the problem lays in that "manages".

    A better argument would be if she had the power to force the kill before 3 gens pop. Which she doesn't, unless the survivors literally don't find their m1s.

  • It's a very binary killer. If even only one survivor doesn't know how to play against her, and I mean simple macro strategy, she 4k's every single time.

    If all 4 survivors stick to the plan, she becomes a 110 powerless bot whose only ability is to drag out the game for 20 min.

    A noobstomper archetype through and through.

  • It's interesting in theory, but it would be power creepy in practice.

    Everyone would put haunted and undying on the first two slots for a guaranteed haunted double proc, then ruin and last devour.

    It would get very messy for solo teams that can't coordinate cleanses to minimize haunted uptime. And even if going against coordinated teams, killers could just start subbing retribution for undying.

    Good luck against any A tier killer running that.

  • There's no flow of incoming new players because the barriers to entry (aka the grind) are too high. 191 perks, 3 tiers of each, 50 odd characters, some locked behind a paywall, polluted bloodwebs and abysmal bloodpoint gain.

    Even if you only wanted to unlock the meta stuff and be done with it, you may have to spend a thousand hours doing so for a handful of killers and a single survivor.

    1.5x bp for a week? That's a slap in the face compared to the years worth of grind to just get the stuff you need to play reasonably.

    And the new players who were brought in with the big licenses have left once the hype worn off and they realized what lost cause they had waiting in front of them.

    Add to that the hacking epidemic, killers having to contend with gen speed and map design, survivors rolling the dice every trial knowing that if they get found first they'll be camped and tunneled out of the trial and otherwise they're condemned to a game of holding m1.

    Tl;dr the gameplay is stale, the meta is obnoxious and the grind is unbearable.

  • It's the teamkiller build. S-tier killer in the right hands. And even in the wrong ones.

  • @Crowman said:

    Now survivors get to deal with the random perk gets nerfs from ptb despite no one really complaining about it.

    Survivors will just revert to the old meta while killers will keep complaining about survivors sticking to the meta.

  • It's the optimal way to play Nemesis. Use ruin and camp while zombies pressure gens. You will gain infection from altruism and possibly get rid of some vaccines.

  • Any challenge progress can randomly get stuck.

    You have to switch to another challenge and play a trial. Only then you go back to the original mission and it should work again.

    This is the only reliable I've found to unstuck challenges.

    Notice that some might genuinely be broken and can't be completed. For those you might want to check the bug section for any reports.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2826425#Comment_2826425

    To echo what you said, survivors have to factor in the possibility that the killer is good and knows how to camp. Any contested 1 for 1 is a risky proposition, especially with crossplay enabled. You start playing ping vs ping with a high level killer and the risk of a grab is tremendous.

    Very well worded. I'm on the same page as you.

  • @[Deleted User] said:

    It doesn't happen at the tournament level when teams are more coordinated. The killer would have to bring a terrible loadout and have zero game sense for it to happen. But if the killer has Corrupt Intervention/Deadlock or even Ruin, it's not happening.

    Someone knowledgeable. There's hope in this fog after all.

    You can ensure trades only with a coordinated double save. Which means only 1 person on gen.

    Otherwise, the wonderfully designed mechanic of hook grabs says you probably should stick to a gen.

    Grabs are inconsistent but they DO happen. And if you go for a solo save against a facecamper and get grabbed and slugged under the hook, the trial is over. Conversely, if you do play the chicken game of "I don't want to get grabbed/the killer doesn't want to m1 me", then you've just wasted gen time.

    Lastly, what's been said in the post I quoted above.

  • That happens because you're clearly not good enough at hockey.

  • I do by taking a selfie for my collection.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823977#Comment_2823977

    Couple thoughts.

    1. As you noted, that would do literally nothing against the character most often used to facecamp.

    2. Yes, they would farm, they would go for unhooks while being chased, so it wouldn't just affect face camping, that sort of change would impact any form of hook defense.

    1. As I mentioned in the end, Bubba's facecamping is matter in its own regard. He is so well-built for facecamping that any general solution to facecamping is doomed to fail if it's not tailor-made for him. The rational approach would be to see if (stress on the conditional if) he can be fixed. As a matter of fact, many people on this board seem to defend his ability to facecamp, so this conversation will probably be sterile.
    2. I was wary of making it clear that proxying will be 'relatively' unchanged. In a machine with so many parts in motion as DbD, no change can be assured to be 100% surgical on one single aspect without at least affecting a tiny bit of something else. It's all a matter of making sure everything is balanced out. Unhooks while in chase already happen currently and it's generally a bad play from the survivors' part regardless. I.e. they're making me a favor as killer when that happens, as far as I'm concerned. So, I don't see it as big source of concern personally, but ymmv. The difference is that certain killers can stop them, normally those killers that are already good at camping in general, while others most often than not can't anyway. My solution would balance the playing field if anything.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823977#Comment_2823977

    Just to clarify, I’m not necessarily suggesting the hooks move like cages, I’m saying it wouldn’t surprise me if that’s something they experimented with internally given they already implemented it for Cages to avoid face camping those.

    Also in terms of Bubba, the main thing about him facecamping is his ability to instant down survivors, even through Borrowed Time possibly. Even a hook trade against him risks both survivors being downed immediately. If they want to specifically mitigate that scenario, they could maybe at least limit Bubba’s chainsaw to one kill and then he goes into tantrum. It would be a slight nerf but not a big one since the great majority of the time he only gets one kill per chainsaw use anyway. But it would make it a bit safer to hook trade against him since it would given the rescued survivor more time to run away.

    Generally speaking though literal face camping isn’t normally as effective as being more proactive at pressuring and downing survivors doing the gens. Ideally you want one person hooked, one going for a rescue, and one being chased at all times so that at most one survivor is free to work on gens. That significantly slows them down, and then once you have a kill the same cycle means they potentially have either nobody on gens or nobody doing a rescue during a chase which is when it snowballs. Camping a hook is mostly for the cases when the survivor is already close to going down a hook stage, then you don’t lose a ton of time if you wait a few seconds to make sure they don’t get a last second save.

    Regarding your last paragraph, I disagree. Maybe facecamping isn't the best course of action (most of the time), but camping the very first hook almost always is. Baiting out a rescue bypasses the need to look for another target while you ensure you're defending one of your resources. The survivors come to you for the rescue, possibly more than one. Then you be non-committal about chasing the first rescuer and someone else must come. Then you facecamp into second stage. You took people off gens with minimal effort.

    A good mix of a strong killer with a slowdown+endgame perks seals the deal. This is and has always been the optimal strategy and essentially overwhelming in pubs. It backfires only when survivors go full depip squad and simply don't go for altruism by default. But even then, you can mostly ensure a 2k at 2 hooks. And MMR will pat you on the shoulder.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823885#Comment_2823885

    Thanks, whoever made that video is kind of cringe honestly since it’s just a bunch of out of context clips of the dev doing something wrong in a match or whatever. Comes across as someone who just has an axe to grind with the guy.

    Anyway, since the clip is cut off, for reference it sounds like he’s coming from the context of thinking Insidious having a use is “neat but dangerous” (the video doesn’t go on so I have no idea if he says anything else, but by dangerous it sounds like he means risky for Bubba since he’s not pushing anybody off the gens by doing it.)

    Note though that more recently the devs have also officially in the actual dev chats talked at length about experimenting with ways to limit face camping but hadn’t found a solution yet that seemed effective but that didn’t cause additional problems. They didn’t give specifics, but I wouldn’t be surprised if for example the mechanic Pyramid Head’s Cages use where the cage moves to a new spot when he’s nearby was an offshoot of something they were thinking of trying with hooks to limit face camping. (That’s total speculation on my part but it makes sense they would try a mechanic as a back door pilot of sorts to implement elsewhere. They did something similar with Wiggle checks on Cages becoming the standard for wiggles during carries for example.)

    I don't have any feelings toward the clip, I was just providing a reference from where the quote came from as it was requested.

    Regarding the devs alluding at addressing facecamping, I'll believe it when I see it. There have been many ideas about changes in DbD over the years that have seemingly been gone and forgotten. We shall see if this one is any different.

    Your suggestion is one possible solution, but also dangerously dependent on the killer power itself. Ironically, it doesn't work for the very killer it was implemented for, i.e. cage relocation activates when closer than 5m to a cage, but PH's POTD has a base range of 8m. The killer can simply stand at outside relocation trigger ares with the power cocked'n'loaded and instantly redown upon uncaging. Hooks would be a little more lenient, because hook perks proc, but ranged killers will still pose an issue.

    Personally, I think the easiest way to go about it is to remove hook grabs and interruptions, which are an ill-designed mechanic that does reward facecamping. The action is started without channeling and the rescuer should stay locked in the animation (very much like killers do when picking up) and that's it. Camping and non-camping killers will still get a 1 for 1, but the camper won't be able to force a 2nd stage by threatening grabs, or any other sort of action interrupting actions (e.g. Doc spamming shocks, but there are many others), or even by getting a grab and slugging under the hook. This change would be neutral for non-facecampers, while still leaving proxy'ing relatively unchanged, as in the devs' intentions.

    bUt ThEn SuRvIvOrS wIlL jUsT fArM iN mY fAcE (I can already hear that coming from somewhere in the fog). Well, no #########. Saving in the face of a facecamper is the only way of saving. If one isn't facecamping, then it won't matter that much.

    Notice that hilariously, Bubba would still be able to do (most) of what he could do now. But that's an issue with his own specific design that the devs simply refused to fix.

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