ByeByeQ
ByeByeQ
About
- Username
- ByeByeQ
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
If I believe I can get the rescue and they'll have a decent chance at escaping, I'll go for it. I don't care if I'm dead on hook.
If it's NOED or similar situation where I think it's most likely I'll just end up on the hook/ground next to them, I won't throw my life away.
If it's NOED or Devour Hope and I have time and space I will look for the totem to try and create an unhooking opportunity.
-
The solution is really simple. If a survivor does nothing to try to advance the game for some period of time they start getting crows. Maybe 1 at 90s, 2 at 105s & 3 at 120s. Any time they are spotted by the killer this timer is reset. If they cleanse a totem it resets the timer and can remove 1 crow. If they work on a generator their timer resets after working on it for 15s and they lose crows at a rate of 1 per 15 seconds worked or chased.
Crows should not be just for not moving.
-
I consider Old Hawkins a great map design. It would be the best indoor map in the game if it still was present. It feature the most unique loops in the game and used verticality in loops in a way never seen before or since. It was the right size for a DbD map.
Good new maps would be maps that use vertical space in the right scale well like Hawkins did, like Midwich does and not like Haddonfield, Garden of Joy or RPD do.
The issue is that Nurse crushes on those kind of maps.
-
I do.
I imagine the only change will be to give it a 60 second cool down.
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3137160#Comment_3137160
As i keep replying to you every time you post this:
- This is bad, because it is inconsistent, every other killer does not have their basic attack become special just because they use their ability. Should we do this for: Deathslinger, Freddy, Clown, Onroyo, Wraith etc.?
- This already is a thing. It is just very hard to time.
- This does not do what you think it does. Fatigue duration is LONGER than a pallet stun, and a pallet stun doesn't obscure your vision. I would much rather get pallet stunned then deal with fatigue.
I'll repost the reply that you ignored last thread:
I'm not suggesting making all her blink attacks special just the ones on the 2nd blink or later. If you're a good enough Nurse to get the job done in 1 blink you can still get Starstruck value.
Excepting Blight you cannot use Wraith, Onryo, or Clown as examples to defend Nurse having all her blink attacks count as basic attacks. You are comparing the strongest killer in the game to 3 of its weakest. Those killers aren't even B tier. Also if a Clown hits a survivor with a bottle it does count as a special attack, even though it does nothing without Pinky Finger.
As for falling pallets interrupting blinks, how does it already happen? The only case I know of is if the Nurse blinks into where the pallet can be dropped and the survivor drops the pallet once she has actually completed her blink. It's about 50/50 whether or not the survivor gets away without getting hit, the window of opportunity is narrow. I think if falling pallets actually intercepted a Nurse mid-blink then she wouldn't be able to practically ignore pallets as she does now. If a survivor was camping a pallet she could still get the hit by blinking to one side of the pallet and dodging the stun zone.
It does exactly what I think it does. I don't think it would be a net buff or nerf to Nurse really. Sometimes she would be stunned for longer, like in cases where a survivor waits almost until the fatigue is over, and sometimes she would have her fatigue cut short, like if she used 3 blinks and was running Enduring. It would give her reason to run Enduring and it could be fun. Any camera bugs should hopefully be fixed.
The Nurse will change because the community will not quiet down about Nurse until she see some nerfs. My demands are the most reasonable of them all. Others are outright calling for harsh reworks or straight up "delete her from the game REEEEEEEE!"
It would be much better if the Nurse mains here could listen to reason and at least try to bargain in good faith, but every single one of you is "Nurse is fine," "Nurse is balanced" and quote 6 month old data from before the major Nurse bug removal and a major game balance rework and say "Nurse has the lowest kill rate." No one can take you seriously.
-
What are you actually asking with this question?
The worst killer for the game is Nurse, and it's not even close. Her ability to literally ignore every single barrier in the game is holding back creative map design. Simply because she exists the devs almost always give us grossly oversized flat maps that just aren't fun. If she wasn't able to completely ignore all floors and walls in the game we could see more fun vertical maps like Midwich, old Hawkins and the Game without having to be overly large like RPD.
The worst killer in the game? Today, I'd have to say Freddy. He's just a cobbled together hybrid of other killer's powers and he's bad at all of them. He should be an utter menace for sleeping survivors but being asleep is generally only a minor inconvenience.
-
@sasnayahdrezka said:
https://forum.deadbydaylight.com/en/discussion/341226/fixing-the-grind-open-letter-to-bhvr
incentives double total amount of bps you get in a match. if 5 flans used you can get almost 500k bp in one match. if only 1 you can get up to 160k bps. i think score events should be changed + meme add-ons you mentioned i agree. brown-yellow offerings too. bloodweb prices could be cut off by 1k bloodpoints and it would be nearly perfect
Are incentives actually going to work like that?
I really, really doubt it. Whenever we get a 2x Blood Hunt, they always say "Earn Double BP" but it never functions like that. It functions like a bonus invisible Bloody Party Streamers. Also, when the incentives were functioning you could see that they don't actually display as a multiplier on the main menu like "2x" or "1.5x" they displayed "+100%" which is exactly how you'd expect them to be notated if they function like bonus invisible Bloody Party Streamers.
Sorry to step on your dreams but those 500k games you were imagining won't be possible. A 5 flan game combined with a +100% incentive will make it possible to earn up to 292k in one game, but that's only if you manage to cap out at 40k.
-
As I post in every Nurse thread, I want to see:
- 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.
The nerf of her range addons really establish her as not a high mobility killer when it comes to movement speed. If she only uses one blink to travel she is not much faster than a 115% movement speed killer, I've done the math. On large flat maps she really suffers vs hold W survivors and if she misses a blink attack the survivor can punish her with distance. On small multi-floor maps she is disgustingly overpowered and I think she is holding back creative map design.
I am really curious to see new kill rate data, but I doubt BHVR will release any because they fear backlash from the community because kill rates are too high for all killers.
-
The old sunk-into-the-floor fireplace was so much better too.
-
As one who has identified as a Clown main for years, I wouldn't mind if Clown got some buffs. Some addon improvements like @mizark3 suggested would be nice. OP's suggestions are awful.
But I am also fine with Clown staying as he is, I don't really care that he's weak.
One buff I don't think the Clown needs in more bottles base kit. Either get good with the bottles, eat a reload in chase or use an addon for more bottles. The only way he should get more bottles base kit is if they force him to reload at lockers.
-
@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3132705#Comment_3132705
It's unfortunately that the developers aren't seeing what's in their face. Survivors are quitting because survivors are just flat out bored. You can only throw out so many Poised, Dark Theory, Empathetic Connection, Self-Preservation, Up the Ante, basically worthless non-game changing perks before those survivors move on to different games where they actually get updates that change or improve the game.
Show me where those players are leaving. I fell like they should be too, but I don't see it.
-
@Reinami said:
If instead of going for kills, you just go for hooking each survivor twice, then just keep slugging them. The following will happen:
- You'll easily get over 35k bloodpoints
- Your MMR will go down, resulting in easier matches next time.
- The survivors will be less salty because they all escaped.
- You'll still 1 pip most of the time except for maybe in iridescent ranks (for those you can just tryhard a few games to get rank 1, then go back to the same.
Why should i kill survivors again?
I used to play like this a lot. I have hundreds of games as killer where I scored 29,600 points.
But MMR changed that. Being really low MMR is just not interesting and I am kind of over being the newbie welcoming committee. I enjoy murdering filthy survivors too.
However, if the proper bribe is paid of 2 flans, cakes or BPSes, and the survivors are nice and get 3 or more gens done by the time I get my 8 hooks I'll let them go and take my 35,600 multiplied. If they're slacking I'll give the last one alive hatch.
-
@twistedmonkey said:
In reality the just need to make the old BP perks base kit.
These helped with tunneling and many like myself playing killer used this as a goal to reach. You could even add stacks to killers for snuffing out boons, sacrifice on 3rd hook.
Survivor make stacks earned by unhooking, taking hits, destroying totems/setting up boons, gens, getting a slug up, losing chase etc. Since everyone has it the stacks need opened up.
Basically every action you do well should be part of the gains.
Queue incentives they could change those to double xp instead of BP if they worry about the BP economy.
Right now the smaller webs with terrible addons (the fix didnt help for what i see) along with the removal of BP perks makes the grind feel alot worse.
Players like myself who played a few chars are now worse off.
The smaller webs give better stuff as you level up your prestige, which also makes prestiging more expensive and can force you to buy expensive crap you don't want, like that pesky RDP offering:
-
They certainly don't want to permanently ban a paying customer just because they want leave early from a match they don't want to be in, that's just the way it is. I don't think penalties are the solution to the problem and the problem will never be eliminated. People will always ragequit in competitive games.
@rvzrvzrvz said:
https://forum.deadbydaylight.com/en/discussion/comment/3135857#Comment_3135857
I agree it's always punish, punish,punish, how about giving more points for being facecamped on hook ? that way your solo q mates will wait the full timer against insidious bubba because they gain something at least and your team can do gens, find solutions instead of always punishing
I do believe rewards or incentives would be a far better approach to this issue. That's why I've already made threads suggesting survivors get more bloodpoints for hanging on the hook as long as they can. There could also be even more of a bonus for doing it while getting hard camped.
-
Definitely some cool ideas in a well-crafted post. How did you do the larger headings?
Most of these ideas are great. But one stands out to me, under Warden:
You lose 10 points each time a Survivor enters another hook stage without being hooked again.
This is too far out of a killer's control for such a penalty. A survivor could suicide on their first hook because they don't like your choice of killer or cosmetic or any other petty reason like they see their entire team urban evading around doing nothing. Or survivors just don't get the save in time.
I think the whole Warden category would be better to focus more on overall results:
- You earn 25 points if you get 8 hooks before any survivor dies.
- You earn 50 points if you win getting 12 hooks or 11 hooks plus hatch.
- You lose 20 points if all survivors die before you get 5 hooks.
- You lose 50 points if the first 3 hooks you get go to the same survivor.
- You lose 10 points if a survivor bleeds out.
- You lose 100 points if the survivors spend a cumulative time of over 10 minutes bleeding out of the ground.
-
Well at least I used to enjoy SoloQ. Now I only do it to complete tome challenges.
-
Bring back old Freddy. Old Freddy was unique whereas now he's just a bad hybrid copy of other killer's powers.
-
I know one streamer I expect to have a P100 Feng by the end of September.
-
I know it's not a solution but you can give away the code.
-
Team spirit?!? Screw the Spirit!
-
72
-
Bubba, Clown, Wraith, Legion and ummm... Slinger or Nemesis.
-
If I point I am on death hook pointing out other survivors in a vain attempt to extend my pathetic life a little longer. It usually doesn't work.
Or I'm memeing.
-
Leaving people to die vs a face camping Bubba is boring!
I'll take my chainsaw enema with extra gngngngnngngnngnnnnnnnnnnnnnnnggngnngnngnngggnggng please!
-
Dead Hard used to be grossly overpowered but now it's merely powerful.
I don't think any perks currently in the live game are overpowered. I thought Off the Record might be, but that hasn't been my experience.
If Reassurance enters the game unchanged I think it will be overpowered. It would still be very powerful with a 60 second cooldown.
-
No one is holding the game hostage in this scenario.
You are holding yourself and their achievement hostage, that's all.
Just get out of the locker let him tombstone you and move on to the next round. What satisfaction do you get from denying their achievement aside from wasting both your time and their time?
It's just such an immature response, but play the game however you want.
-
@Madjura said:
It is literally the exact the same outfit from the battlepass. I though it might at least have a new description or name (or rarity) to differentiate it from the old outfit. But if you have the old outfit then you literally can't redeem the code.
https://us.v-cdn.net/6030815/uploads/ZFUMIX8RPJD1/dbdcode-png.png
🦆🦂
You could give away or sell the code though.
Glad I just took a 99 cent trial on Prime to get Jeff's cosmetic used my Twitch Prime Sub and canceled it right after. Jokes on you Amazon.
This cosmetic offers no temptation at all as I already have it and it's a crap cosmetic anyway.
-
I don't think there should be any character-specific emotes.
I think there should be more ways to express yourself as survivor overall.
Being able to shout "Hey!" with a 20m range once in a while (20s cooldown maybe so people can't spam it) while not in the terror radius would be nice, especially for SoloQs. Something to get another survivor's attention to get a heal among other things.
-
It should be 5 seconds.
Having it not work once the gates are powered was the perfect change by itself.
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3132360#Comment_3132360
- This would be inconsistent with other killers that have powers that are movement (with the exception of blight) should Wraith, onroyo, clown, and various others also count as special attacks when they use their power?
- This already happens actually, it's just extremely hard to time.
- This doesn't do what you think it does, fatigue duration is longer than pallet stun, as a nurse main i prefer if i get pallet stunned when it bugs out sometimes because i don't get my camera sent downward and can stay looking at the survivor and be stunned for less time.
I'm not suggesting making all her blink attacks special just the ones on the 2nd blink or later.
Excepting Blight you cannot use Wraith, Onryo, or Clown as examples to defend Nurse having all her blink attacks count as basic attacks. You are comparing the strongest killer in the game to 3 of its weakest. Those killers aren't even B tier. Also if a Clown hits a survivor with a bottle it does count as a special attack, even though it does nothing without Pinky Finger.
As for falling pallets interrupting blinks, how does it already happen? The only case I know of is if the Nurse blinks into where the pallet can be dropped and the survivor drops the pallet once she has actually completed her blink. It's about 50/50 whether or not the survivor gets away without getting hit, the window of opportunity is narrow. I think if falling pallets actually intercepted a Nurse mid-blink then she wouldn't be able to practically ignore pallets as she does now. If a survivor was camping a pallet she could still get the hit by blinking to one side of the pallet and dodging the stun zone.
It does exactly what I think it does. I don't think it would be a net buff or nerf to Nurse really. Sometimes she would be stunned for longer, like in cases where a survivor waits almost until the fatigue is over, and sometimes she would have her fatigue cut short, like if she used 3 blinks and was running Enduring. It would give her reason to run Enduring and it could be fun. Any camera bugs should hopefully be fixed.
Why am I trying to argue with a Nurse main? It doesn't matter what I say, you just don't want your precious main nerfed in any capacity.
-
@F60_31 said:
Just don't do it. It is that simple.
Is it really that simple?
You start a match, start working on a gen for 5 seconds and the killer shows up and you manage to take the killer for a long chase before getting put on the hook. Once you're the hook you see the rest of your team spread out crouching around hiding from the killer and, most importantly, doing nothing. It might be simple for you to not make yourself die quicker... but it certainly isn't for everyone.
-
@Gorgonia said:
Considering the hatch doesn't spawn anymore until you're the last survivor. Slugging all 4 survivors and leaving them to bleed out is a type of "keeping the game hostage" behavior.
I would include a new mechanic:
If all survivors have been downed for 1 minute, they will die automatically and the trial is over. You give that minute for survivors to be able to use perks that allow them to get up by themselves.
A good idea but if the killer knows it's a minute they can wait just under a minute and hook someone to keep the game going.
I think a better idea would be to have a "Resign" button above the "Leave Match" button and if all remaining survivors have clicked Resign the match immediately ends. Like in Starcraft or Age of Empires.
-
I wish they'd do something to at least let a slugged team end the match quicker. I've been waiting years, I imagine I will wait forever.
The most toxic thing I remember ever happening to me was about 3 years ago now. I was struggling on the hook in the basement and this Nea came downstairs, teased like she was going to unhook me and then went upstairs and started working on the gen.
I remember hearing her continue working on the gen as the Entity took me. 😂
-
Honestly the Entity can choose between times and dimensions when selecting new inhabitants of the realms so it would make far more sense for characters to not be connected to each other.
But that's boring.
Cool idea!
-
No.
I want to see:
- 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 and she gets pallet stunned.
Maybe if she is still grossly overpowered after that we can consider it.
-
@SuzuKR said:
Maybe one day people will stop equating bad players/lack of solo queue information to a killer being overwhelming.
No other killer in the game gets to completely ignore pallets, vaults, windows even walls and floors like Nurse does yet all the Nurse mains get all up in every thread saying she's balanced. Basically any time a survivor is locked in an animation the Nurse can get a hit and that is just not balanced plain and simple.
I'll keep reiterating what I think the Nurse needs:
- 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 remaining fatigue is negated and she gets pallet stunned.
I think these changes would go a long way to balancing Nurse to be more in-line with other killers while not destroying her with a rework.
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3133945#Comment_3133945
The issue is that the other 3 survivors didn't take the advice, not that its the advice you were given. If more of your teammates put in the same effort to improve, she wouldn't have had a chance to snowball anywhere near as much. Are you arguing that they did the right thing by willingly staying bad at the matchup?
no survivor should be able to 1v1 any killer, because the game is legitimately not structured for that. You can do literally everything right and still lose, on either side. Thats what happens when an asymmetric game has "chaotic balancing," you're going to win games you should lose, and lose games you should win. That has nothing to do with nurse being op, if anything it means that she actually was able to adapt her strategies to mitigate your strength, as you were outperforming her in the 1v1.
The point @LeeONE appears to be trying to make is that the Nurse is unbalanced and that the people of this forum keep incorrectly saying "git gud" against Nurse as if that addresses all the issues.
I tend to agree with them.
-
That 16.5 free perks is a statistical illusion.
This is especially true for a lot of those overlapping aura perks. Kindred, Aftercare, Bond, Empathic Connection and Empathy are all survivor aura revealing perks that account for 5 points in your list. The complete information these perks provide is not perfectly reproduced SWFs, even the most optimal SWFs can't convey their exact location to their teem mates all the time, so saying they have 5 perks is incorrect.
The same logic applies to killer, totem and generator aura revealing perks.
Wake up! makes that survivor open the gate faster, they don't get that benefit.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3133860#Comment_3133860
Just remove levels 1-10. Have level 1 start with the entity active and two perks per web. Wouldn't speed it up but would make it more worth your while.
This would be a great idea for Prestige 10 and above.
-
I wish stuff like this was done a lot more in DbD. At its core DbD is a really stale 4v1 game.
The Scorchin' Summer BBQ (2018), Hallowed Blight (2018) and Moonrise (2019) events were excellent examples of seasonal event that were truly awesome. They each added unique elements to DbD that changed up the gameplay and were the last time that we ever got to see animated hooks. If you haven't seen getting to "grill" survivors or watch the Hallowed flowered hooks with when hooking a survivor, you should look that up on Youtube, it's is incredible.
For more than 2 years after that we never saw cool events. Events used to have offerings that increased event hooks/generator counts but during this period we saw all hooks/generators turn into their event counterparts, which made most events boring. We got the Archives and the Rift, like that was supposed to make up for everything.
Over the last year getting to stomp pumpkins and the snowmen were amazing but still pale in comparison to those past events. We still suffer the gap between lunar new year and the anniversary every year.
By the Entity I miss DbD 2018. I love the game back then.
-
We should be able to auto-buy all nodes on webs 1 to 9 and 11, since we have to buy those entire webs anyway.
We should be able to select farther out nodes and have it auto-path to collect it.
This would make bloodwebs much less torturous.
-
I can see the appeal of something like this but it is entirely impractical.
It would be nice if matchmaking made you not match with the same type of killer twice in a row, but I bet that would be impractical too, especially for BHVR.
-
@konchok said:
I don't necessarily agree, but I do think that survivors should be earning more points.
Here are some of my suggestions
- 500 points for completing the first generator or last generator (This can be earned by anyone that is on that generator when it completes)
- 100 points for recovering from dying state
- 2000 points in survival for being the last survivor to escape if all other survivors escaped.
- Great skill check when healing another survivor can be doubled to 300
- Protection can also be increased by 100 to become 300
- Escaped can be increased by 100 to become 500
- Cleansing Totems should have their bonus increased by 500 points. (1500 for non-hexed, 2000 for hexed)
With these changes, I feel that survivors would escape with a lot more points.
Killer bp is basically perfect, but I do think there's one change that I'd make
- 2000 bp in the sacrifice category hooking each survivor twice. Right now, getting to 10k is impossible if you don't get to end game collapse. This would allow for 10k even if you kill all survivors before end game collapse happens and it would encourage spreading hooks. You cannot get the bonus if you one hook any survivor.
Decent ideas, but I wanted to specifically address SoloQs killing themselves on the hook. I wanted to make the game healthier.
One of your ideas is flawed:
2000 points in survival for being the last survivor to escape if all other survivors escaped.
Survivors far too often hang around until the last possible second of Endgame Collapse if killers don't push them out and this would make it even worse.
-
Play as Wraith and equip Undying along with 3 other hexes and not Haunted Grounds. Find a totem that's body blockable, block it and go AFK. It's a really easy challenge.
-
I never use them, they're just useless crap in my inventory.
I collect a lot of them because I generally try to complete webs the cheapest way possible.
-
Before this patch I used to play Solo Q survivor and enjoy it and I didn't run Dead Hard. Now I can't stand it, it is the opposite of fun.
-
After some thought I think we could far more heavily buff bloodpoints earned for being on the hook.
In first stage survivors should get 30 bloodpoints per second in the survival category just to hang there. Hanging in there and not trying to kobe is the best thing a survivor can do for their team most of the time. If they hang the full minute, that'd be an easy 1,200 points.
Struggling on the hook should be 400 points per skill check. (2,400 for 6 skill checks) Or start at 250 and increase by 50 for each successive skill check. (2,250 for 6 skill checks)
Reduce the Survived score event back to 5,000 or even lower to offset these adjustments.
These changes would take hanging there for the full 2 minutes from a miniscule <900 points to 4,200 bloodpoints. A sum worth hanging around for.
This could even help with those slugging for the 4K scenarios because the 2nd last survivor might want the struggle points and hang on until the bitter end rather than dying to give the last survivor hatch, so the killer could more confidently just hook the 2nd last survivor.
I know I'd hang around more if I could earn 4,000 just hanging there.
Please upvote and comment if you think these are good ideas!
-
They really should make being on the hook or struggling on hook more rewarding. Killing yourself on hook doesn't cost the player anything.
In first stage survivors should get 20 bloodpoints per second in the survival category just to hang there. Hanging in there and not trying to kobe is the best thing a survivor can do for their team most of the time. If they hang the full minute, it's an easy 1,200 points.
Struggling on the hook should be 300 points per skill check or start at 200 and award more points as the success bar shrinks.
While some people will still kill themselves quickly this bloodpoint-thirsty might hang in there a bit longer, pun intended, which would be nice.
-
I hope to see:
- 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 and she gets pallet stunned.
I'd like to see where she stands with these tweaks before she gets a full rework.
-
Thank you BHVR for making it possible for me to play DbD without having to spend a dime on it in over a year.

