ByeByeQ
ByeByeQ
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While you have endurance status effect you have no collision as survivor.
I could agree with this, but only for Borrowed Time. This way the recently unhooked can't basically force a tunnel through bodyblocking for the rescuer.
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Honestly... I can see this actually leading to more tunneling. Often it happens that unhooks happen with the killer nearby and the recently unhooked bodyblocks for the rescuer. How often do killers go "Well screw it, I'm just gonna tunnel you hard then!"
I know I'm guilty. Lock me up and throw away the key.
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They said certain killers, so it's plural. I imagine they mean Nurse, Blight and Spirit. But yeah, Nurse would be the worst offender.
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@SuzuKR said:
Mmm yes, mental gymnastics.
You mean what you use every time you say "Her base kit is totally balanced."
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3146842#Comment_3146842
Just because high level survivors aren't common doesn't mean they shouldn't be nerfed. You still fail to address exactly what i said. Either you balance around high level players or you don't, which one is it? Tell me which one you think is the right way to balance the game.
If you want to go the "common" route. How about we create a new killer offering that does the following:
- All survivors are permanently exposed.
- The killer moves at 300% movement speed.
- The aura of all survivors is permanently revealed.
- The killer is able to immediately mori all survivors.
Now let's make the rarity of that offering to appear be 1%. This means you would see this offering roughly once every 100 games.
Is this offering balanced? After all, you only see it 1 out of every 100 games you play statistically speaking. If the average game lasts about 7 minutes, then you only see it for 1 game out of every nearly 12 hours you play the game.
That's pretty fair now right?
You obviously never read my post. If you did you would obviously see I want the game to be balanced to be more consistent and not a random shitshow.
I never said high level survivors shouldn't be nerfed, I just said SWF can't be nerfed, it's literally not even feasible because the benefits SWFs get are derived from Discord. That's why I suggest SoloQ buffs to try to balance survivors, because BHVR has much more control over that.
What possessed you to come up with such a ridiculous offering is beyond me. It's almost like you're trying to make me agree with it so then you can call me an idiot. Well I'm not falling for that.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3146726#Comment_3146726
What's funny is you think i don't think nurse needs to be changed. I think she needs a complete rework. But the reality is there are 2 possible statements that can be made:
- You balance the game around high level players.
- You balance the game around average level players.
If you balance the game around high level players, then we need to significantly nerf survivors, because unless you are playing nurse and arguably blight you don't stand a chance at a high level. Nurse is the only one who is really capable of standing with the best of the best survivors, and even then it is an uphill battle. So let's say it works off of like percentages. The strength of a high level survivor team is 100% and the strength of a god nurse is 99%. The strength of most killers when played at a high level is 50%. We need to either buff those killers to be in the 90% range, or nerf the survivors to be in the 50% range, and then also rework nurse to be in the 50% range.
If you balance the game around average level players, then god tier SWF and god tier nurses are fine, because average survivors are dying at high rates to pig and the average nurse player is usually below a 50% kill rate. So the game is fine then. Because those god tier nurses and survivors are extremely rare, and we don't want to balance around them because they are outliers.
Obviously i don't agree with statement number 2. No serious multiplayer game worth anything does that. You always balance around high level players while doing things to keep the game healthy for average players. For example, if something is OP at a lower level, but UP at a high level, you don't just blanket buff that thing, you probably carefully rework what makes them weak, while tweaking what makes them strong to low level players.
Every post I see from you in Nurse threads appear to defend her and you have Nurse as your avatar. Until now it was a reasonable assumption for me to make.
It's hard to have a discussion about balancing the game when so many aspects of it are unbalanced.
- Killers are unbalanced. There is a pretty large spread in power between killers, that can be seen on every tier list out there. I want the highest tier killers nerfed because then it becomes possible or much easier to make broad changes that could buff or nerf all killers. "Oh we can't make small multi-floor maps like Midwich because Nurse and Doctor stomp there." How many ideas for perks have probably gotten shelved just because Nurse and Blight exist. I'm surprised Awakened Awareness is coming, it's going to be massive for slugging Nurses.
- Survivors are unbalanced. The divide between SoloQ and SWF is massive. I know SWF can't be nerfed but SoloQ could certainly get some buffs that could close the gap. Stuff like if someone is on the hook a SoloQ gets to see the aura of all other survivors once every 10 seconds. Or if they're injured the can reveal their aura to other survivors with a chime sound to ask for a heal. Little things that could make them feel like not such helpless victim waiting to be slaughtered in the fog.
- I remember seeing stats (I can't find the source) that stated that over half of the survivor player base was SoloQs and less than 15% of survivors are in 4 man SWFs. It doesn't make sense to balance the game around high level SWFs if it's going to alienate over half the survivor player base. Especially when the game does nothing to warn you about the bad times to be had in SoloQ while doing nothing to party you up with people for more than one game.
- Maps are unbalanced. For some killer seeing certain maps has to be deflating before the game even begins. Maps with 8 lockers playing Dredge. Most M1 killers on Cowshed. Trapper on Eyrie. On the other hand many killers may be delighted to be sent to Shelter Woods, Ormond, Midwich or Sanctum of Wrath.
- This is probably the biggest reason I want Nurse nerfed. If she didn't exist, then we could see more small multi-floor maps like Midwich and Hawkins where she can crack them open like a can and feast on the survivor sardines inside. Instead we keep getting boring one floor sprawling huge maps like Haddonfield and Eyrie of Crows that really no killer enjoys.
- Matchmaking is unbalanced. I think I saved the worst for last here. Probably the least balanced thing you could ask DbD to provide you with is a group of SoloQ survivors. It far too often spews out groups with 1 or 2 good survivors paired with 2 or 3 soon-to-be-mashed potatoes. Any half decent killer doesn't face competition from groups like this. These bad crew compositions make the divide between SWF and SoloQ even worse.
This is why in DbD I would rather see these aspects balanced in their own groups. Killers balanced with their fellow killers, the gap between SWF and SoloQ closed and maps more standardized. This would also lead to more reliable data for BHVR to make decisions with.
Maybe then it would be easier to decide whether to balance between high level players or average players.
The average Nurse has a less than 50% kill rate according to official statistics is because she has the highest DC rate in the game.
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Shelter Woods. Once the pallets at the tiles and in Shack are used, it's pretty much game over.
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For vomiting, I can agree with this. It really bothers some people and Plague is as far as it gets from a stealth killer.
For all the other sounds, nope.
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@HelloYou said:
https://forum.deadbydaylight.com/en/discussion/comment/3146376#Comment_3146376
Let's reverse it then. Nurse from the top Competitive team Oracle "Ayrun" facing 1 comp player a ttv that meme'ing around and some two other players ( possibly rando ) without communications and with High ping.
PS: In equal ground, Motaz's team won versus SupaAlf.
What point are you trying to make here? We are still talking about comp players that are in the top 0.01% of players, it's just not relevant when measuring Nurse in your average public match.
Does Oracle even play DbD anymore?
Those matches are from ages ago. We now have a different (easier) Nurse in a different (easier for killers) game.
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3146376#Comment_3146376
Same could be said for nurse. She often has the lowest kill rate of any killer. I guess then nurse is fine? You can't think that what these survivors do is fine because "they are one of the best teams" but that nurse also needs a nerf because "the best nurses are too strong against average players" you can't do that. It's wrong at best, and flat out biased at worst.
Is it just a coincidence that it took a Nurse to stop Hens' 4E streak at 49? There is a very real possibility that that Nurse killed the last 40 survivors she went up against before that game, moreso than with any other killer.
You talking about bias is laughable. You are a Nurse main. You're as biased as they come.
Nurse is not balanced. People will not stop calling for nerfs, regardless of how much you try to defend your precious main.
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@LankyDisc977698 said:
https://forum.deadbydaylight.com/en/discussion/comment/3146635#Comment_3146635
what I meant was the if the devs respond I need a honest and some lazy answer such as Activision and all other toxic work companies
You think they're actually gonna respond?!?
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Did you have Plunderer's in a perk slot before Pharmacy? That could be the issue.
I know Unbreakable being placed before Soul Guard used to eat the Unbreakable "get up" even though Soul Guard was able to. I think that was patched though.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3146476#Comment_3146476
Okay to answer a few things here:
I think 50% stalk from fully stalked survivors is definitely too much, especially given the fact that survivors can also regenerate their stalk. How quickly and under what conditions does their stalk regenerate?
I don't think 50% is too much, tbh, when considering that in my mind his power could fall back down to 0% charged if it isn't used. It's a commit or lose it type of thing, or else it's a "spend ages constantly keeping it topped up" sort of thing which would both be awkward and inefficient. Allowing it at 50% really keeps the use it or lose it aspect in my mind. Of course, I could also be entirely wrong- I'd need to have a build to mess around with it however I want to really find out how it feels to use, and since I'm not a dev I don't have access to a playground; the numbers could definitely be tweaked around.
As for regeneration, let's just say that survivors can have up to 100 charges of stalk. I don't know the exact amount, because I don't know the exact mechanics of his power, but if need be substitute charges for percent. After not being stalked for a certain period of time- I don't know how long and would again need some testing to figure out a good amount for this, but let's just say 20 seconds as a base- then a survivor begins to regenerate their stalk at a rate of 0.25 charges per second. This happens regardless of if a survivor was completely sucked dry or left nearly full- it's always 0.25 charges per second, meaning that to get back to being completely full it would take 400 seconds. Of course, you don't need a survivor to be fully stalked, especially with being able to stalk fully-drained survivors, and it would still incentivise spreading the Myers love which I think would help form a healthier gameplay cycle than hyperfocusing on one survivor specifically. The 20 second base timer just means that Myers can't on-and-off stalk in a chase and still get his power when combined with the decay.
There are too many addons (5) there that "extend the duration of Tier 2."
Every add-on that extends the duration of Tier 3 at the moment was included, and the wording changed to extend the duration of Tier 2. There's one add-on per tier, and there's 5 tiers, including Fragrant Tuft of Hair. Because I removed Tier 1 and made Tier 3 into Tier 2, then I included them all as a change to increase the duration of Tier 2, since that's just what there is on live.
Fragrant Tuft of Hair should still be perma-Exposed at the cost of having to stalk more. Teams that don't feed him can counter it.
It would, and I'm sorry if that wasn't clear. As I mentioned above, as Tier 3 was changed to Tier 2, the wording of the add-on was also changed to extend the duration of Tier 2 (indefinitely).
Scratched Mirror should play as it was with 105% movement speed. It wasn't overpowered and a lot of players enjoy playing as and against it. I wouldn't want to see it pairing with Boyfriend Memo either unless the Scratched Mirror's lunge got buffed to compensate since the rest of your addons would be useless with it anyway. Your Vanity Mirror is not a substitute for this.
I'm going to be 100% honest with you, I absolutely hate Scratched Mirror and find it horifically dull to play as and against. I've dealt with it so often that not even the jumpscares of a random Myers from around a wall feel scary anymore, and if anything it's just kind of annoying, because the map offering is always Lerys and they always have identical perk builds and play the exact same way (not like there's any other way to play Scratched Mirror, because the add-on is a meme). Any chance I had to remove it I would take, and since I reduced the amount of tiers of Evil Within, I essentially gave Vanity Mirror a facelift and replaced Scratched Mirror.
That said, I do think you're forgetting that when I mention Tier 1 within the add-ons, I mean current Tier 2 with some added Undetectable and a larger Terror Radius. So that tiny lunge of current Tier 1 Myers wouldn't exist anymore. My least favourite part about his entire kit is current Tier 1, so I jumped at the chance to delete it ASAP, and getting rid of Scratched Mirror was an added bonus.
How would that achievement be achieved? Since your Myers can't tombstone they'd have to use an Ebony Mori. They'd have to 2-hook everyone and then manage to full stalk them before Mori-ing them. I think this could be even harder to do than Evil Incarnate and still be easily disrupted by cantankerous survivors.
Not really, any mori would work. Read the wording again.
https://us.v-cdn.net/6030815/uploads/RU6GIWHNYBWE/image.png
To get this achievement, you must:
- Achieve Tier 2 (current Tier 3) by stalking a survivor who has been fully-drained. This means you'd be stalking at ~50% effectiveness without a Tombstone offering, but it doesn't need them to be stalked from 0-100 while fully-drained, just that the survivor you tier up from is fully-drained when you tier up. In theory, you could stalk 99% at full speed, and the final 1% would only need to be at the reduced speed.
- From there, down the survivor you tiered up from. This is where Scratched Mirror would be useful, allowing you to pocket your Tier 2 a lot better and so can use it when you're closer. Alternatively, provided you tier up from a fully-stalked survivor, Fragrant Tuft of Hair would work since it would give you as much time as you need.
- Within 60 seconds of downing this survivor, kill them by your own hand. This could be via the effects of Hex: Devour Hope, Rancor, an Ivory Mori, an Ebony Mori, or even a Cypress Mori.
- Moreover, it doesn't have to be during Tier 2 that you mori them- just that you do so after downing them during the same Tier 2 when they were fully-stalked, if that makes sense? Say you got the first part of the achievement during your first stalk, but only got the kill part on your fourth, you'd still get the achievement. Does that make sense?
I hope this helped clear up some questions/issues you had with it, and thank you for the compliment! I tried my best to think of the biggest complaints both sides have with his power (Tier 1, clunky, solo) and address them, and then ditched Scratched Mirror as a bonus because of my personal vendetta. I've edited my original comment slightly to help clear up the Fragrant Tuft of Hair issue.
I see why you would want to be able to use a test-build to tweak things because I don't see how this Myers could spread the love around when he has a stalk-meter that decays. There would have to a grace period after stalking before the decay begins. I keep imagining the scenario where he loses a survivor just before he manages to pop Tier 2 and his stalk-meter starts to rapidly decay while he desperately searches for another survivor so he can save what's left. It'd be like Trickster losing laceration but worse since he has no anti-loop.
Honestly I don't enjoy playing against Scratched Mirror either, it really sucks as a SoloQ. I sometimes use the Mirror myself and have a little fun. Old Tier 1 could be built into that addon so it stays weak. I know some people who love being jump-scared and I even know a streamer that calls himself a Mirror Myers Main. I definitely believe it has its place in DbD and it would be the only holdover of old Tier 1. Without Scratched Mirror and Tier 1 I think most people wouldn't even consider Myers a stealth killer anymore even with the stuff you added at the beginning of the match. Let's just agree to disagree on this point.
Maybe Myers could have an addon that lets him (slowly) walk through breakable walls, wouldn't that be scary?
For Evil Never Rests, yep, I definitely read that wrong and assumed it was 4 survivors. Now the compensation makes sense.
Would it make him too strong?
Thought provoking stuff!
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Addons do get better in the lower level bloodwebs as you raise the prestige of that character. At prestige 10 and above you can expect to see a lot more green than brown in those early webs. The downside is you don't get a choice, you have to buy whatever crap that appears in webs.
It's getting harder and harder for me to collect party bottles for my Clown.
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Honestly complaining on the forums is more fun than playing SoloQ now.
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@GoodBoyKaru said:
In the next update, we plan on making the following changes to The Shape's kit:
power
As one of our oldest killers, The Shape's power was created in a very different time of DBD, and our initial vision for DBD has shifted considerably. Therefore, we will be changing how his base power works, in order to bring him in-line with our other killers.
- Evil Within now has 2 power tiers, with Tier 2 becoming Tier 1 and Tier 3 becoming Tier 2. Current Tier 1 of Evil Within, how The Shape begins a trial, we feel is outdated. Instead, The Shape will receive 60 seconds of Undetectable upon beginning a trial. This 60 second window is cut short if The Shape enters Tier 3.
- The Shape now has a 32m terror radius in Tier 2. We feel the need to standardise his kit with other killers, to make the new-player experience much easier and also to make balancing exterior aspects of the game, such as perks and maps, much easier. However, we appreciate that players enjoyed that aspect of his kit, so as part of his power his Terror Radius will slowly expand outwards to the 32m mark over the course of 60 seconds. This 60 second window begins after the Undetectable window, and similarly is also cancelled if The Shape enters Tier 3 before the 60 seconds is up.
- The Shape is now able to stalk fully-drained Survivors. One common point of complaint is how it was impossible to get your power from the same Survivor. The Shape will not be able to stalk a fully-drained Survivor at 50% of the regular rate.
- Similarly to the above change, Survivors will also slowly regenerate their stalk, rewarding The Shape for spreading damage across multiple targets instead of hyper-focusing on one Survivor, which we hope will help improve the experience of facing The Shape.
- Finally, The Shape is now unable to "99" his Tier 3. When not stalking, the power meter will slowly drain back down to empty. One very common complaint, particularly in solo queue, was that teammates could "feed" The Shape's power, and they would be punished despite playing well against him. Having made it substantially easier to reach Tier 3, and by allowing fully-stalked Survivors to regenerate stalk and also be stalked, we feel this change is fair and will hopefully reduce frustration with players on both sides. Killers will now no-longer accidentally use a power they were hoping to save, and Survivors will now no longer feel unfairly punished for mistakes of random players.
add-ons
Again, as one of our oldest killers, The Shape has some outdated add-ons we no longer feel are part of DBD. Therefore, we will be making the following changes:
- Boyfriend's Memo: The Shape does not begin the Trial while Undetactable. Gain 100% bonus bloodpoints in the Deviousness Category.
- Blond Hair: Now extends the duration of Tier 2.
- Reflective Fragment: Now activates during Tier 1.
- Glass Fragment: The Shape's Terror Radius no longer slowly expands to 32m. Increase the duration of the Undetectable Status Effect by 30 seconds.
- Hair Brush: Now extends the duration of Tier 2.
- Dead Rabbit: Decreases The Shape's Terror Radius in Tier 1 by 8m. Increases The Shape's Terror Radius in Tier 2 by 8m.
- Mirror Shard: Now activates during Tier 1.
- Judith's Journal: Increase the rate Survivors regenerate stalk by 100%.
- Hair Bow: Now extends the duration of Tier 2.
- Vanity Mirror: Now activates during Tier 1, and prevents The Shape from achieving Tier 2.
- Tombstone Piece: Fully-drained Survivors can be stalked at 75% rate.
- Lock of Hair: Now extends the duration of Tier 2.
- Scratched Mirror: Reduces the amount that Evil Within Tier 1 regresses at by 100%.
- Judith's Tombstone: Fully-drained Survivors can be stalked at 100% rate.
- Fragrant Tuft of Hair: Now extends the duration of Tier 2.
We hope these changes will both improve the experience when playing as and against The Shape, while also streamlining him with more modern killer powers. We will be tweaking numbers based upon feedback, so please send it to us via our official communication channels.
achievements
Finally, as some may notice, we have reworked Tombstone Piece and Judith's Tombstone, making the current "Evil Incarnate" achievement impossible to achieve. As such, we will be reworking the achievement to the new "Evil Never Rests" achievement:
https://us.v-cdn.net/6030815/uploads/BPK2JS96F1MP/image.png
"In a public match, achieve the TIER II Evil Within by stalking a fully-stalked Survivor, and then kill them by your own hand within 60 seconds."
We are well aware of how difficult this achievement was to get, and so will understand if players feel annoyed by this being changed after they have worked so hard to gain it. Therefore, any players who have this achievement prior to the next update releasing will receive an exclusive Judith's Tombstone Charm and 50000 Bloodpoints to compensate for their troubles. This Charm will only return if this achievement changes again.
Overall, this is a very good rework idea. If anything it might be a bit of an overbuff at the cost of making his addons boring.
I think 50% stalk from fully stalked survivors is definitely too much, especially given the fact that survivors can also regenerate their stalk. How quickly and under what conditions does their stalk regenerate?
How quickly would his stalk deplete? I think it should take 20 seconds for it to deplete and it can't deplete past 50%.
As for the addon changes:
- There are too many addons (5) there that "extend the duration of Tier 2."
- Scratched Mirror should play as it was with 105% movement speed. It wasn't overpowered and a lot of players enjoy playing as and against it. I wouldn't want to see it pairing with Boyfriend Memo either unless the Scratched Mirror's lunge got buffed to compensate since the rest of your addons would be useless with it anyway. Your Vanity Mirror is not a substitute for this.
- Fragrant Tuft of Hair should still be perma-Exposed at the cost of having to stalk more. Teams that don't feed him can counter it.
- Judith's Tombstone shouldn't change either since it isn't even that strong unless someone actually feeds him and really is only viable along with the Tuft.
How would that achievement be achieved? Since your Myers can't tombstone they'd have to use an Ebony Mori. They'd have to 2-hook everyone and then manage to full stalk them before Mori-ing them. I think this could be even harder to do than Evil Incarnate and still be easily disrupted by cantankerous survivors.
Still this could be a great start to a Myers rework, I can tell you put some thought into it!
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3146216#Comment_3146216
She's not though. Against good teams, this still happens to her like any other killer:
You use that as an example of a "good team"?
That's not just a good team. That is basically the best DbD team to ever play in public matches and easily in the top 0.01% of teams. Seriously can you even find another team that use a minimap, call out everything and sweat that hard in public matches?
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I wouldn't really change Myers. Not every killer has to be strong in this game.
His Tombstone Piece has got to go though. The fact that he can just delete a survivor from the game in the first minute is a bad holdover from long bygone era of DbD, from a time when if a killer brought a mori you actually got nervous.
Maybe buff his chase music: https://youtu.be/ZC-KXUAbQng
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I'm sure raise the points for escaping from 5k to 7k has nothing at all to do with this.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3146133#Comment_3146133
Assuming the devs want to keep self-unhooking in the game then I don't see anything wrong with the scenario you described, particularly since the killer is presumably already chasing some of the others off the gens. I also don't have a problem with "lowering the stakes" when it's the first hook. Honestly I'd rather see more players more active in the game as a whole and less downtime.
If the killer hooks all 4 survivors and all 4 survivors attempt to unhook themselves with 3 free attempts, there is a 38.7% chance that at least 1 survivor will unhook themself. Just one Jar of Lips raises that to 58.7%. Under ideal circumstances Up the Ante would raise that chance to 81.2%. These calculations are just for at least 1 so more than one survivor could be kobeing here as well. I didn't do the complex math to calculate those odds.
Do you see a problem with that?
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@S4ShadowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3136320#Comment_3136320
Way to give constructive criticism by just saying my ideas are awful. Great discussion.
You might be happy for him to be weak, but as I stated in my post, if killers are all buffed to a similar level, things can be more equal for all.
Clown needs buffs. He's a weak killer. This everyone seems to agree on.
If you read my entire post you can see that I did give constructive feedback later in the post.
Also, calling your suggestions awful is not a personal attack on you. If you can't handle critique on your suggestions you shouldn't put them forward in the first place.
You need to think of something better than giving the Clown more bottles to buff him. Clown is an easy killer, has a low skill ceiling and he is not that interesting to play against. Giving him more bottles would just make him more oppressive but he would still not be anymore interesting.
If you want to think of a way to buff Clown you need to think of something that raises his skill ceiling and hopefully has an interesting counterplay.
@CookieBaws said:
The only change i want is to swap screams to killers instict when intoxicated.
Hitting with his power screams: "hey, killer is busy, do gens"
I like this idea. The survivors should be too busy coughing to scream anyway.
I think a neat idea for a purple Clown addon would be: After completing a reload action the farthest away survivor's aura is revealed for 3 seconds. It might need a cooldown though.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3145545#Comment_3145545
Claudette got a Rift cosmetic in Tome 11- Devotion, and another in Tome 12- Discordance. Before that, her most recent Rift cosmetic was in Tome 7- Forsaken. Bearing in mind that we receive 4 new Rifts each year, that is an entire year's gap between Rift cosmetics she received.
Let's look at every Survivor outfit during that time.
https://us.v-cdn.net/6030815/uploads/3KDGHS865BCY/image.png
Getting the same amount of Rift cosmetics as Claudette in this time frame are:
- Jeff
- Jake
- Dwight
That seems damning, doesn't it? But then if we look at the other characters, all of whom have received at least 2 Rift cosmetics in the past year and a bit:
- Kate has received Store cosmetics (4 since 12th August 2021)
- Felix has received Store cosmetics (5 since August 2021)
- Feng has received Store cosmetics (4 since August 2021)
- Dwight has received Store cosmetics (3 since August 2021 + a Torso cosmetic)
- Ace has received Store cosmetics (2 since August 2021)
- Meg has received Store cosmetics (3 since August 2021)
And what's that? Claudette's most recent Store cosmetic (I am not including Rift cosmetics later released) was the Dog-Sitter outfit, released 12th August 2021?
Yeah, um. That proves my point.
Keep her name out of your mouth, she does not deserve to be included with the rest of the Cosmetic Hogs.
You say that Jeff got the same amount of cosmetics as Claudette. That's true I guess.
Claudette got far better quality of cosmetics than Jeff from the Rift over that period. All but one of Jeff's Rift cosmetics were recolors with the exception of the awful Blockbuster uniform. Claudette saw more unique outfits from the Rift as well as better recolors since she has a better base of outfits to choose from.
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I think 5 factors might have contributed to SoloQ getting worse:
- Awful matchmaking. If a survivor is not helping their team it creates a ton of slack that the rest of the team has to pick up and against a decent (or a nasty tunneling & camping) killer it's usually a 3 or 4K.
- Removal of anti-tunneling and anti-camping incentives present in BBQ & Chili and Pain Resonance. (Old Pain Res gave a notification on the affected gen which helped get killers away from hooked survivors.) Tunneling and camping still happened before but it happens even more now.
- 7k (up from 5k) bloodpoints for escaping increases the incentive for survivors to leave teammates to die rather than risk themselves to save them.
- DbD and most of its DLCs recently went on sale for 50% off on almost all platforms. I think this helped prop up player numbers but it exacerbated the matchmaking issue. Many experienced survivors have burned out and stopped playing or switched to killer and more noobs are filling out the teams in the SoloQ.
- A general lack of hope in the direction DbD is heading, and many believing the mid-chapter made the game worse. While there will always be some that love DbD, I think they are far outnumbered by people who are pessimistic about DbD. It's easier to be pessimistic about DbD because of its many, many glaring issues that can be seen as one becomes more experienced with the game. Also, DbD's failure to retain a growing player base over the last 2 years supports this. If the last time a person played DbD they had a bad time then they are more likely to assume that this time when they give it another chance they are going to have a bad time again. If more people were optimistic about DbD it would lead to better games; they'd be more likely to give it their best shot rather than give up.
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This is the relevant part of the wiki you may have missed.
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@dugman said:
That’s never going to happen since the game can’t tell if someone is just playing badly by pulling themselves off the hook or is actually trying to kill themselves.
Personally I kind of think a better system would be survivors get three attempts to pull themselves off but they don’t reduce the timer on a failure, and then make the timer for first stage take between 60-90 seconds instead of just 60 (I’m not sure what number it should be exactly but longer than current and less than 2 minutes). That system has a few advantages:
- Suiciding on the first hook takes longer. You can’t simply skip over that first 60-90 second time frame. This gives the person time to cool off and hopefully get rescued and continued playing rather than just instantly giving up.
- It makes the Luck effects actually maybe be worth running since, with no harm done if you fail an attempt, increasing Luck is objectively a benefit rather than something which encourages really risky self unhooks.
- It disincentivizes face campers since they would potentially have to be at the hook for up to 90 seconds to secure second stage instead of just 60. With the first stage taking that long the better strategy becomes more clearly to be proactively going after the other survivors.
Giving survivors free self-unhook attempts is just not a good idea. Every survivor would try to kobe every time once the killer got a reasonable distance away. If they get "lucky" and jump off the hook they just allowed the rest of the team to continue to sit on gens.
It would also significantly lower the stakes when you actually need a kobe. Those rare times when your entire team is down or hooked and your only chance is to kobe and you actually do and pull the game back from the brink... those are some of my best memories in DbD.
I'd rather see self-unhooking removed from the game than have it be buffed like that.
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Have you imagined what it would be like to suffer a 30 second stun?
To have a survivor be able to teabag in front of you for 25 seconds?
To have 1-3 gens pop while you're stuck in a "Whooooa maaaaaan" animation?
The times where this could happen right before the last gen pops and then 3 survivors teabag the killer for over 10 seconds while the last survivor opens the gate?
Seems balanced.
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I once played as Pig and killed 3 of the survivors and then I sat on the hatch so Claudette could come and boop and escape. When she came up and spotted me she DCed. 😭
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@Dennis1242 said:
https://forum.deadbydaylight.com/en/discussion/comment/3145010#Comment_3145010
what do you mean by that?
I only recently started using custom icons and there is no replacing of files anymore. All the folders in the Icons folder are empty save for a single placeholder. Deleting the files and leaving the folders empty returns all the Icons to default without the original files needing to be there.
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@KayTwoAyy said:
Was a perk idea I proposed a little while ago!
What would stop a survivor from combining this perk with Lithe? The same vault action would activate both perks and would be an immediate getaway every time on any strong window or pallet.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3144712#Comment_3144712
You do realize that in rage DC games, it would follow suit that the kill rates are much higher, right? An early 3v1 is completely unwinnable for survivors, regardless of killer, if the killer isn’t completely incompetent.
Majority opinion is irrelevant. The majority consensus used to be the Sun revolved around the Earth.
Being number 1 is irrelevant, there will always be a number 1 and that does not mean it’s overpowered, just that it’s the best.
Ah yes the aggregate site that relies entirely on people who self-report to a site like that. I couldn’t possibly see what kind of sampling bias issues could possibly exist. Makes no sense.
She's not just number 1, she is definitively number 1 in many people's opinions. Just because it's an opinion doesn't make it false.
You discount the aggregate site like it's just people saying I lost to Nurse but people have to provide screenshots of the tally screen. Yes there is bias and I even acknowledged that in my post I account for by saying "generous margin of error."
You again provide no proof that she isn't overperforming.
You just continue with the "LALALALALALA!! I can't hear you!! Your data is completely irrelevant!!"
I'm done interacting with you. I hope Nurse gets nuked from orbit just to spite you.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/3144083#Comment_3144083
But Suzu isnt the one making the claim in this debate, the Burden of Proof falls on the people claiming she's overperforming. He's asking for said proof.
Also: BHVR has multiple times stated that they don't show us the Stats with DC's but only those without.
I disagree. @SuzuKR is in every thread making claims that the Nurse's base kit is balanced.
He's made claims. It is right for him to be called out to provide proof. Especially when @Gandor has a provided proof that @SuzuKR swiftly calls "statistically insignificant." Well at least it's something, which is more statistically significant that all the proof he himself has provided.
If BHVR doesn't include DCs in the stats they provide then their data isn't statistically significant either. The Nurse having the lowest kill rate in all the stats they've ever released could be countered by her having the highest DC rate. I think DCs should count as kills for calculating kill rates since survivors are DCing from games they'd usually die in anyway, unless they actually unintentionally DCed.
So they're literally is no real proof.
The only proofs Nurse is overperforming we have are nearly daily threads of "Nerf Nurse," the tier lists that almost unanimously put her at the top, the fact that she is the best of the viable killers in high level competitive play and that she has well above average stats on at least one aggregate site out there. On that site today she has a 62.65% kill rate vs the average of 56.12%, which even with a generous margin of error is clearly overperforming.
The only proofs we have the the Nurse not overperforming are the posts of a small and loud group of Nurse mains that post in every thread and data provided by BHVR from a long time ago before the significant bug removal for Nurse in 5.5.0 and the balance change in 6.1.0 while ignoring DCs.
Defending Nurse right now is like defending the Earth being flat. They even use the same strategy of ignoring any and all evidence.
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@Objectively_speaking said:
Yea when reassurance comes it will be the death of proxy and other types of camping <Also forcing 2nd stage hooks too>. My only worry is the hard Limit and the hooked survivor given a way to opt out. Otherwise, I am glad.
This is why the perk is too strong in my opinion and will punish all killers and not just campers. A killer might notice that the hooked survivor is close to going to stage 2 and decide to go try to force it or pressure the rescuer and all the Reassurance user has to do is get within 6 metres to completely defuse the situation.
I don't think Reassurance should even work in stage 1.
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It also sounds like torture for survivors.
If the killer gets eight hooks before killing anyone and they're suffering 40% gen slowdown, they've already won if there is anymore than one gen left. Many survivors will want to be dead at this point because the progress just crawls. Also this would stack so horribly with Dying Light, Thanatophobia, Gift of Pain and Pimento.
Slowing gen repair speeds is an awful mechanic because it just extends something boring that survivors are forced to do. Try to come up with something more interesting like skill checks become harder and more frequent or something... you know, not boring.
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This is such a bad take.
The begging survivor might have just had their med-kit run out or had someone else healing them and got interrupted and be 95% healed and all you have to do is get off the gen for 4 seconds to finish them off.
If a survivor comes up to me to beg for a heal I will almost always heal them first. If they hop on the gen, then we do the gen. I'd rather do the heal before completing the gen usually because popping the gen announces our location to the killer.
It's people like the OP that make SoloQ a nightmare. To players like them you're not a member of a team trying to win, you're just a bunch of randoms trying to survive. "Save them from the hook? Are you kidding? They shouldn't have got hooked in the first place!"
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@SuzuKR said:
Statistically significant proof of her over performing in kill rates in games where players of even skill are matched together, please. If you can’t offer proof, no reason to listen to meaningless conjecture.
Let's flip this.
How about you provide statistically significant proof of her not overperforming in kill rates. That data provided by BHVR from Dec 16 to Jan 16 is not statistically significant since the Nurse and the game itself have changed by then. (Did that data even count DCs as kills?)
Your statement here is akin to a child sticking his fingers in his ears and yelling "LALALALALALA!! I can't hear you!!"
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If you remove wiggle how do you change Boil Over, Flip Flop, Power Struggle, Breakout, Mad Grit and Iron Grasp?
Just wondering.
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@Gandor said:
It would be nice if they at least fixed bugs she has now.
1, allow her to be stunned during blink
2, make her lunge be possible only after she fully finishes blink + some short time - like 300ms to account for lagging killers (I was able to hit someone and continue with my blink to get behind her once).
3, using pallet on her during animations (like fatigue or blink) should actually have some effect on her - other then move her single meter somewhere.
After this - it would be also nice to actually nerf her somewhat (like add 1s to charging each blink token, nerf her addons, maybe slow her blinks by 10% or turn off auto-aim on her)
I like your suggestions, thy mirror my own:
- Make any attack where she uses 2 or more blinks count as a special attack.
- Make it so if she blinks through a falling pallet she gets intercepted and pallet stunned.
- Make it so that if she gets hit with a pallet during her fatigue the fatigue is interrupted, the rest of her fatigue negated and she gets pallet stunned.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3143680#Comment_3143680
BBQ and Chili was only changed post trial, it still gives the exact same amount of information.
Pain Res' nerf got reverted, and even then I still think its stupid. Imagine a Survivor perk that when repairing a gen, you healed yourself and revealed the aura of the killer all at the same time.
Its a single perk slot that gives you information and gen regression that activates while simply doing your objective.
I am referring to the notification Pain Res used to give off. It used to be a very reliable way to hook someone, find the gen with the most progress and pressure it, which got killers away from the hook. They changed it the wrong way. Instead of what it does now it should give 10% regression at best and a notification.
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3143716#Comment_3143716
I'm talking about a high level. So i guess that excludes you then?
We are talking about public matches right? Even a soft-capped killer is going to face weak teams more than half the time thanks to the matchmaking prioritizing short queue times instead of proper matchmaking.
Unless you're talking about comp matches in private lobbies there is no "high level."
If you're having trouble in public matches at "high level" so much that you have to play nasty every game, perhaps you're the weak player?
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3143401#Comment_3143401
do you want non-mandatory perks to be base-kit? Like imagine Dead hard, Off the record, Borrow time and DS base-kit for survivor. it makes survivor get 4 free perks and now survivor can put 4 more additional perks on top of base-kit perks to get even more second chances.
https://forum.deadbydaylight.com/en/discussion/comment/3143680#Comment_3143680
i didn't see much value in playing for BBQ stacks because if I just kill someone early, it gives you more time to chase other survivors which naturally builds 4 stack of BBQ. the only time you didn't get 4 stacks of BBQ is when you lost i.e playing nice. if anything BBQ allowed killer to tunnel survivors more effectively because you could chase survivor 1, hook them, chase survivor 2, hook them, then find survivor 1 - survivor 2 and so on.
now BBQ is a lot worse because everyone runs off the record which gives 80 seconds of aura immunity, so BBQ is now much weaker because its harder to use info to tunnel people out of the game with 80 sec aura immunity. playing nice, i.e playing by survivor rulebook is playing to lose as killer.
you can only play nice as killer if you have really good gen defense and have really strong anti-loop power like nurse for fast chases, but gen defense now a days is former shadow of itself. so playing nice is no longer viable. in truth, it wasn't viable ever against good teams but killer still tried to follow survivor rulebook anyway.
I used to like to get my 4 BBQ stacks before anyone was dead because it happened often enough where a survivor would DC out of spite just to deny a BBQ stack. For me BBQ was an incentive to play fairer than I do now, I wanted those stacks and I was willing to do anything to guarantee I got them. Now I've replaced BBQ with STBFL which incentivizes to ignore one player completely unless they somehow change the obsession. Now I'd only consider running BBQ on Huntress.
I find I play nicer the more gens that are left and I know their not progressed. If there are 4-5 gens left I am more inclined to let that dead on hook survivor be a slug to be picked up by his team while I work on trying to get 8 hooks before I start killing. If 3 gens pop in my first chase though the gloves come off and no dirty strategy is beneath me, survivor rulebook be damned.
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It isn't really a fixed point ever since bloodwebs evolve as you prestige.
When you are level 0 all the early bloodwebs only offer common (brown) addons for the most part and are much cheaper. In these webs the midpoint is earlier and the prestige level itself is cheaper overall.
Once you get P10 and higher the early bloodwebs are the same size but often you get much better and more expensive addons. These webs move the midpoint later than in earlier webs and make prestige levels more expensive overall.
Due to this, any midpoint is kind of arbitrary. You could get a close guesstimate it by spending 760k (for a "younger" character) or 800k (or more) for a heavily prestiged character. I bet it's around level 36-38.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3143324#Comment_3143324
Mind namin those perks?
BBQ & Chili and Old Pain Resonance.
Killers have no incentive to no play nice anymore. Not that BBQ was much of an incentive but it did help. I know it helped me play nicer, I'd try for that last BBQ stack earlier in the match but now I usually have a couple people dead and the game in hand before I tackle the best looper on the team.
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This whole idea is silly without addressing how survivors get cured. I am just imagining this silly cycle where 3 infected survivors are just infinite-healing one another because they keep spreading infection to each other which keeps injuring them.
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What stops the Copycat from copying a survivor and then just running around dropping all the strongest pallets and then canceling the copy to break them all?
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These change wouldn't just nerf Nurse, they would put her in the dumpster.
Every time she misses a 2 blink attack on a survivor with this nerf she would suffer 4.5s of fatigue followed by 8 seconds to get both blinks back. In that time the survivor can make over 13 metres distance from the Nurse every time. If she lands the hit the survivor should make 17m distance. These are chase-ending distances. The survivor is going to be a speck in the distance when she comes out of her fatigue and the survivor gets to gain more distance while she waits ages for her blinks to come back since she walks slower than a running survivor.
Making all of her blink attacks special attacks is also awful because she walks slower than a running survivor. Without Matchbox so many perks like Starstruck and Sloppy Butcher become completely useless for her.
I propose much more sensible changes to Nurse:
- Make any attack where she uses 2 or more blinks count as a special attack.
- Make it so if she blinks through a falling pallet she gets intercepted and pallet stunned.
- Make it so that if she gets hit with a pallet during her fatigue the fatigue is interrupted, the rest of her fatigue negated and she gets pallet stunned.
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Another nice troll @RavenBirb!
Beautiful, you get them all riled up again!
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I think Dredge is in the right place.
If he doesn't successfully get a hit after teleporting to his remnant in chase his power goes on cooldown and that can be really punishing. I don't think his map mobility and stealth makes up for his lack of lethality, which everyone else in Otz's B tier beat him in.
If only he had some addons that made him faster when teleporting not in Nightfall. Are we ####### there yet?!?
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It's because BHVR is too lazy to implement a good MMR system. They've made the simplest MMR system possible and it still hurts matchmaking times enough that it barely has any time to work at all before they pretty much match you with random available players.
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If the Wraith is constantly ringing his bell he is handicapping himself just to annoy you.
It's so rare that nothing needs to be done about it.
Macro flashlight clicking on the other hand... They should have implemented a 1 click per 0.1 second limiter years ago.
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I like this idea.
I also wish you could copy-paste builds from one character to another.
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I think he could get an addon pass.
I think they could give him a truly hilarious meme addon.
A purple +2m range addon would be really nice.


