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ByeByeQ

ByeByeQ

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ByeByeQ
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  • Minimum they should make prestiging Leon to Prestige 12 unlocks a Chris Redfield covered in blood provided you own the original Chris Redfield legendary cosmetic.

  • The amount of times playing as killer where I made a good play to get a survivor in a spot where I could get a hit only be robbed by E! There were too many times where a killer just couldn't just wait it out.

    Not to mention the times where they used it for distance and made the chase last another 10 or more seconds.

    I'm glad old Dead Hard is gone.

    Maybe they could add a dash perk to the game and reproduce old Dead Hard's results by filling 2 perk slots, that could be fun.

  • I'd rather be facecamped at 5 gens than slugged at 5 gens. At least the other survivors get a chance to do something before the game is effectively over.

  • Hopefully the do sensible adjustments like:

    • 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.

    rather than hard-nerf her or rework her.

  • She still needs more done. I'd like 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.


  • Yes, hiding Reassurance behind a $11.99 pay wall might not seem ideal but Behaviour could do much worse. For example they could have made iridescent shards much harder to earn and what can be bought with them could be priced higher which would effectively force more people to have to buy non-licensed chapters and cosmetics with real money.

    I haven't spent any money on DbD since the first RE chapter dropped and I most certainly don't feel left behind.

    That being said, the Shrine of Secrets has seriously fallen behind. There are 213 perks in the game, soon to be 222. They could make all the perks from free base game characters stop appearing (=36) and make 7 perks appear in the Shrine every week and it still wouldn't hold a candle to how much better your odds of getting an actual perk you wanted in the Shrine in 2019. None of Pinhead's or Sadako's perks have appeared in the Shrine yet.

  • Just make the perk have a 60 second cooldown. It would still be really strong, but the potential for griefing is greatly reduced.

  • Haddie has a natural resting mad woof face. That turns a lot of people off.

    Her cosmetic choices are weak, especially her default.

  • @Rudjohns said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129931#Comment_3129931

    This can be fixed by giving the option to ######### on second hook stage. Could be something like pressing the space bar a couple of times in a few seconds as if you were missing skillchecks, done.

    In my opinion, the perk should focus on keeping the game as healthy as it can for people playing as "intended" and not being changed because players can abuse it wrong.

    In the scenario I provided the hooked survivor doesn't even make it to second hook stage. Two survivors can easily keep a hooked survivor on the hook and in first stage indefinitely. Especially on the Game.

    If a perk can be so brutally and easily abused, that's just bad perk design.

    The perk should have a 60 second cool down minimum. It would still be possible to keep a survivor on the hook indefinitely, but it wouldn't be easy.

  • Absolutely. If I have a tome challenge that I want to get done quickly, it is my primary objective. The outcome of the match is secondary. Sometimes I'll get my challenge done quick and suicide on the hook so I can get onto the next challenge. As a SoloQ I don't have to care about silly things like whether or not my teammates enjoy the game.

  • @AVoiceOfReason said:

    Then why doesn't anyone LOOOOOVE going into a 20 minute match against Legion with nothing but slowdown? Why? That's because its boring as hell and no one wants to spend that long in a match. This post is for those who try to defend a nerf by saying people will take the person hostage. Dude, no one, including me, wants to be in a match for over 20 minutes just because the killer is camping. No one is gonna troll someone on live servers. That excuse is used as a justifiable nerf is just stupid. The perk is fine. Just cancel it once the last gen is done and either rescue or leave. Someone said someone else took a killer hostage for like 30 minutes or something XD Like come on XD No one wants to be in a match with nothing but twiddling your thumbs for 30 minutes to spite a killer XD

    If it can be abused it will be abused.

    I already know there will be cruel 3-man SWFs who will have 2 or 3 people running Reassurance and their sole goal will be to have the solo on the hook and for them to see how long they can keep them on the hook in first state. They'll think it's funny and laugh like schoolboys as they do it and they'll think they're clever. They might not even do generators. They'll have 1 person running the killer while the other 2 keep Reassuring the hooked survivor.

    If it can happen it will happen. And in DbD it will happen multiple times every day unless they change Reassurance.

  • @AnchorTea said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128538#Comment_3128538

    This was like the only instance of this ever. What about perks that get buffed after they release? BHVR has slightly unethical ways of incentivising purchases but this one's not true.

    Well for Ash is certainly made sense for them to do this as Ash's chapter was a survivor only. Without a "must have" perk it probably would not have sold as well as survivors are just skins and Ash is the loudest and biggest of them all.

    For this chapter I attribute it more to incompetence and a lack of quality assurance by BHVR. This chapter doesn't need a broken perk to sell it. It's just that nobody did the easy math and said "Hey just one survivor alone can use this 5 times in one hook state and make a sing hook state last over 3 minutes, does that seem broken to you?"

  • Yep. Garden of Joy is just more proof BHVR has forgot how to make good maps. The bushes eat M1s, frenzy hits and Bubba's chainsaw. The fences used for the tiles is easily seen over, you don't even need stretched res. The shack doesn't even rotate. It's just awful.

    The worst part is the took the god window that used to be on old Haddonfield (that was disabled for months before they even reworked Haddonfield) and reproduced it on the bottom floor of the main house. The even made it worse by putting it beside an incredibly safe pallet that always spawns.

    BHVR doesn't learn. They forget.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128508#Comment_3128508

    Only three times I have had a killer and survivor work together to kill me. Both times it was when only two of us were left and they slugged to get a 4k. I always do the same thing, try to pick the person up, see that they are being proxy camped and I end up having to hide. They always end up letting the survivor stand up, the survivor then runs around with the killer until they find me.

    While it may be a strategy to use a survivor to find another survivor, it is also against ToS. If I were a petty person I could record it and report both of you. Just don't do it, it's cringe and takes no skill. I don't even care about killers who slug for a 4k, it happens just about every game I play. The only thing that annoys me is when they work with my teammates, both of you are cheating IMO.

    Generally as killer I usually just hook the 3rd survivor and then play hatch roulette. As survivor I don't hide much during any point of the game, I'd rather be earning points doing something or getting brutally murdered.

    But if there is a survivor like a Spine Chill Claudette that has been doing nothing but hiding and not helping her team, I will sell her out with Bond, she needs to learn the hard way. As killer, I'll go out of my way to try to find and killer her even if that means another survivor has to benefit for me to do it. Baby Claudette needs to learn the hard way, and I will give it to her hard.

    I don't care if anyone thinks it's cringe, I'm not the one cringing in the corner.

  • *leads killer to boon*

    *cleanses*

    *evil laugh*

  • I can understand the hate for suiciding on hook...

    But I gotta play Devil's Advocate again, since it's just so fun.

    What if the player doesn't have much time to play and is trying to smash out their tome challenges quickly so they go into the round do the challenge ASAP then find the killer and die first hook?

    Kappa.png


  • *Nancy breaks totem*

    *evil grin*

    *hides in locker while healthy*

  • This is expected behaviour from BHVR. Sometimes they release a licensed chapter with a ridiculously broken perk to help it sell. For example, when Ash vs Evil Dead launched Mettle of Man was grossly overpowered only to be nerfed a few months later.

  • @Biscuits said:

    "Working with the opposite team to gain an advantage or grief teammates", is a line directly from their Game rules and report system. It is only listed in the temporary ban section, but it is still against the rules. If you really wanted to report someone for doing this you could probably get them temporary banned if you sent in a recording. In my 1000 hours of playing I have only had it happen to me 3 times, but each time was extremely frustrating nonetheless. I go out of my way to try and not help killers who do this, because I know how annoying it is to be on the other end.

    Basically, if you were left slugged and the killer comes to pick you up STRUGGLE, do NOT let them drop you. DO not point out the last survivor for them, start doing a gen and make them hook you.

    I'm confused. What happened to you 3 times in your 1000 hours of playing?

    I read it as you got temporarily banned 3 times, but I just don't believe it. I've got far more that 1k hours and I am probably guilty of this "crime" hundreds of times both as killer and survivor and I have never received a warning or a ban.

    To play devil's advocate, I think it is a perfectly legitimate strategy for a survivor to try to "sell out" another survivor if they are dead on hook. "Take them not me! I want to live!" *puppy dog eyes*

  • We already have Dredge with a base kit Remnant power, I don't think we need another one. Also Spirit has a "return to husk" addon as well. Plaid flannel should not be base kit, remember it used to be a purple addon.

    Before they consider reworking Nurse I would like to see these changes:

    • Make any attack where she uses 2 or more blinks count as a special attack.
    • Make her maximum teleport speed constant regardless of addons. (Is this fixed on PTB?)
    • 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 also like to have walls and/or floors she can't blink through worked into newer or remade maps. This would allow the creation of smaller multi-floor maps that could be fun for all killers, while being able to put up Nurse barriers so she doesn't stomp like she does on Midwich.

  • @uniqid said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128242#Comment_3128242

    Well first off, if you think it's a joke rethink how you play the game, you're most likely part of the problem. People who tend to think this is fine are the ones who cause it in the first place.

    Regardless, forget the perks exist, I use them as reference just so I don't have to describe the whole effect. It's not about taking the powers of the perks and making them base-kit! These mechanics should always have been base-kit. Certain perks are just half-assed solutions for the real problems. "Oh we have this issue with the game, people are complaining this and that is too op. No worries, we can make a perk for that. - BHVR"

    You know what happened when they kept doing that? We got about 6 meta perks that were used roughly by 90% of survivors just so they could have a better chance of surviving. Perks are supposed to make a difference on how you play, not prevent powerful mechanics from killers.

    Second, please read what I say about slugging and then re-read your comment.

    I think it's a joke because you want to take 3 of a killer's most powerful tools and not just nerf them but completely destroy them.

    There are still too many scenarios where killers just can't play nice and hope it works out for them, that's just throwing the game.

    Sometimes the killer spawns in the center of the map and the survivors spawn spread around the outside of the map (it's even worse on huge maps like Mother's Dwelling) and 3 generators pop before the killer gets their first hook. With your changes the killer might as well just throw in the towel if this happens. Being able to do some camping, slugging and gasp even tunneling might be required to come back from such a set back. Especially for a Clown or Freddy.

    You also fail to see how this would be abused. Let's say the killer leaves hooked Feng to patrol but sees dirty Nea running in to get that rescue, but Nea has a step on him and gets the rescue and gets injured. Then Feng can body block for Nea for 60 seconds. The first 10 she can tank a hit with your base kit Borrowed Time and another 50 seconds where Feng goes down but the killer has to wait out or eat your base kit Decisive Strike. If the killer decides to slug Feng to chase Nea and Nea doesn't go down quick, Feng picks herself up on her own while the other 2 survivors could stay on generators. Or even worse while Nea is on the hook the killer returns to the pick up Feng and Feng springs up in his face with another 10 seconds of endurance! Nea just totally farmed Feng in front of the killer and your changes mean she can get away with it. Almost all unhooks, even blatantly in the face of most killers, would become barely an inconvenience.

    "Just farm me I got BT, DS, Unbreakable!"

  • @ReverseVelocity said:

    You're implying people didn't camp all the time even with BBQ's bloodpoint bonus and Pain Resonance's notification existing.

    Also, Reassurance tells you when it's active, and indicates that someone is within very close proximity to the hook. If you want to continue standing there for another 30 seconds while someone's put themselves in danger to activate a perk, that's your call to make. Maybe go hit them instead of standing in front of the hook like a statue?

    I'm not implying people didn't camp all the time even with BBQ's bloodpoint bonus and Pain Resonance's notification existing. Some campers are just going to camp.

    I am implying people camped less back then. Some people respond to incentives and information and those have since been removed.

  • Haha, very funny. This is a joke right?

    So if you're going to provide such massive buffs to survivors how do you plan to balance it? You've taken 2 meta perks and now made the base kit for survivors: full Decisive Strike & 10 second Borrowed Time (remember before 6.1.0 BT was only 12 seconds) along with a weaker Unbreakable, which is possibly the best 2nd chance perk in the game. And then they get better than Soul Guard endurance when they get up?!?

    If a killer slugs a survivor and chases someone else the slug can immediately start crawling and crawl away for up to 60 seconds and then pick themself up off the ground virtually for free all the while 1 survivor is chased and the other 2 stay on generators because they know the downed survivor can get up on their own as soon as the chased survivor goes down. Slugs have a 4 minute bleed out timer so they could in theory do this twice a game. This doesn't discourage slugging, it destroys it. That's not even taking into account the 10 second endurance which would be the icing and the ice cream on top of the cake.

    You might as well take away 2 or 3 perk slots from survivors and it's still a net buff. How would you buff killers enough to balance these changes and let survivors keep all 4 perk slots?

  • I don't report anything. Without video evidence it does nothing.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126740#Comment_3126740

    It should work on tokens, like 3 tokens, as if you're in a certain range of hook, use a token, the it starts to count down for 30sec.

    Either run out of range or out of time, a token is used and gets cool down for 60sec.

    But the range should be more forgiving, at least 16m

    6m is closer than 2 sides of shack, except killer is afk, no killer just standing there for the perk to work.

    A token system could be good on this perk.

    I do not agree with the 16 metres though. I think this perk is made to stop killers from camping. They get a blatant visual indication that the perk was used as well as the Reassurance user has to get with in chasing distance to use it. 16 metres is almost the next zip code in DbD.

  • Just look at the numbers.

    Reassurance can pause the hook timer for 30 seconds and only has a cooldown of 40 seconds. That means that for every 10 seconds of hook timer, if optimally used, one survivor can make a single hook stage last 210 seconds or 3.5 minutes. Two survivors running Reassurance can make a single hook stage literally forever.

    It's grossly over-tuned. The cooldown needs to be made 60 seconds minimum and even then it's still very powerful.

    I also think it shouldn't work if the gates are open. Survivors can use it to make sure a hooked survivor stays alive on the hook for the entirety of the Endgame Collapse quite easily. I could see toxic 3-mans tormenting their random solo teammate with this when they have no intention of actually saving, while tormenting the killer at the same time.

  • Sorry but hope in DbD only get Shattered or Devoured.

    I've wanted a "concede" option like this for years. I've given up hope.

    Thank the Entity we have Endgame Collapse or some survivors would never let the game end.

  • @PNgamer said:

    yo,

    they must finally understand and accept that.

    If I choose to tunnel or camp a survivor as a killer, that is my own decision for which BHVR is not responsible. Tunneling and camping are parts of the game, it's as simple as that.

    Fact: BHVR can develop tools that make tunneling and camping less effective and that's a good thing, but you can't remove tunneling and camping from the game entirely, because that would be too much of an intrusion into the killer's game.

    Yes, it can be frustrating as a survivor, but you can't and shouldn't prevent it.

    Greetings

    Prevent? Technically they could but we know they won't.

    Discourage? They most definitely should. There should be bloodpoint penalty for hard-tunneling (as in the first 3 hooks go to the same survivor) while there are still 4 or 5 generators left. Same goes for camping. I don't think this'll ever happen either.

    As a cure for camping they want to sell us Reassurance for $11.99. That's their solution.

    I bet Reassurance won't show up in the Shrine of Secrets until 2025 at the absolute earliest.

  • I prbably still have over 3,000 flans most of which are on killers.

  • Nurse is already an extremely strong killer without using any addons, so if you want Plaid Flannel you should have to fill an addon slot with it.

    If you want to go double range addons you don't get to use Plaid Flannel. It's a trade off, as it should be.

    Most Nurse games are already survivors DCing and suiciding on hook as fast as they can because they don't want to be in a Nurse match. A substantial buff like this would only exacerbate the problem.

    It already is an accessibility feature you can turn on and off by equipping the addon or not using it.

  • DCing is bad yes, but higher penalties is not the right solution. DbD is a game written on spaghetti code and people crash for many different reasons. Steam players consistently get booted off every Tuesday for Steam maintenance and they still pick up a DC penalty for it.

    The game would be in a better place if they gave survivors an incentive to not DC or suicide on hook. Something like a completion streak bonus where if a survivor doesn't try to kobe and struggles on hook during second stage for 5 games in a row they get a +10% bonus every game the keep the streak going for after that. Unfortunately an incentive like this would be overly complicated to implement because sometimes trying to kobe or dying on hook so that last player can find hatch sooner is the right move to make and the incentive would also be affected by game crashes or network problems, but at least there would be something to encourage players to not DC.

    There are other solutions as well but All too complex for BHVR to pull off. I think they are the Entity and like to watch us suffer.

  • I hate the boring gameplay that can occurs often when only 2 survivors are left and they have 2 or more gens left to do or the killer has a good 3gen and the survivors try to out-stealth each other to be that last one alive. It's boring, time-consuming and nobody is gaining points when it happens. If the killer doesn't have a way to find the survivors like Doctor, Whispers or Darkness Revealed they may be stuck searching for a long time. Survivors should just get crows after a while of doing nothing to advance the game. This scenario can be so time-consuming that the killer can save time by DCing and waiting out a 5 minute penalty.

    I also hate when the killer slugs for the 4K but at least there is a bleed out timer on that scenario.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121414#Comment_3121414

    It doesn't even matter if they give evidence. They will literally always get hate here, no matter what they do. It'll be impossible to have a constructive discussion even if they give evidence because the side that didn't get what they wanted will be screaming about bias.

    Exactly. You're the perfect example of this. You disregard all evidence contrary to what you believe while providing none of your own.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121016#Comment_3121016

    Cowtree is easy. A lot of people arnt knowers at that spot 🤭

    Cow tree might be easy but it is far more useful than a harvester.

  • Seeing Prestige pre-game is dumb. It just leads to extra dodging. Sure, it currently can be used to easily detect hackers since no one is legit P100 yet but by the end of the year there will be plenty of people at P100 that it won't be as effective for dodging hackers.

    It should be shown post-game though. If a player went to the effort to level up their crest, they should be able to show it off somewhere and the tally screen is the only place they can.

  • I've noticed it the other way when playing killer. I've seen some of the strongest map generations ever. Cowshed with cow tree in the middle with 4 extremely strong tiles while the shed's windows face inward and extremely strong pallets in between. Also been seeing map generations on Wrecker's Yard that I never knew could be so strong.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3119793#Comment_3119793

    No one's a parrot here. Nurse benefitted the least from the buffs out of every killer in the game. On top of that, you could make Spencer's Last Breath move at 600% speed and have Blink attacks be instadowns and Nurse's killrate would still be low. No amount of buffs to Nurse or nerfs to survivors can change Nurse's low killrate, because it's caused by inexperienced Nurses that can't even hit people unless they mess up badly.

    "Just because it's skewed doesn't mean it's completely irrelevant"

    Yes it does. Because it fails to acknowledge anything other than mid MMR, which is where survivors lose against Nurse the most. High MMR and low MMR would bring Nurse's killrate back to the normal levels.

    No one's a parrot here.

    The last time that I can find where the devs released comprehensive data used data from December 16, 2021 to January 16, 2022. That data did show the Nurse to have the lowest kill rate.

    Patch 5.5.0 dropped on January 25, 2022 and brought many changes to Nurse, listed here:

    • Fixed a global issue that caused The Nurse not being able to blink past multiple locations.
    • Fixed an issue that rarely caused the Nurse not to be able to trigger a blink.
    • Fixed an issue that may cause a blink started right when the charge is ready or when fatigue starts to be cancelled.
    • Fixed an issue that caused the Nurse's vault to be slower than intended.
    • Fixed an issue that caused the Nurse to go into fatigue after the stun when stunned during a chain blink. Now she will only go through the stun.
    • Fixed an issue that may cause the Nurse to get stuck when blinking into a pallet dropped during the blink.
    • Fixed an issue that may cause the Nurse's animations to briefly be static after interrupting a Survivor.
    • Fixed an issue that caused the Nurse to be unable to blink through some hills.
    • Fixed an issue that may cause the Nurse to sometimes fall out of world after blinking.
    • Fixed an issue that may cause the Nurse to become stuck when a Survivor disconnects while being interrupted.
    • Fixed an issue that made it possible for the Nurse to use the Return Blink ability during fatigue when equipped with the Jenner's Last Breath add-on.
    • Fixed an issue that caused the blink charge sound to be heard even if no charge is added after hitting a Survivor after a blink when using the Spasmodic Breath add-on.
    • Fixed an issue that may cause the Nurse to be able to do a slash attack while charging a chain blink.
    • Fixed an issue that caused the Nurse to be able to climb on chests and small assets after blinking.
    • Fixed an issue that caused an overlapping between the winding SFX and the Fatigue State SFX when the Nurse is Stunned by a Pallet after a Blink.
    • Fixed an issue that may cause the Nurse's hand not to appear for spectators cycling through spectated players during a blink.
    • Fixed an issue that caused a stutter during the Nurse's post blink animation when turning the camera.

    Nurse is easier now than she ever has been to pick up and crush with.

    This is why whenever I hear someone say she has the lowest kill rate all I hear is "caw caw! lowest kill rate, caw caw!" It's a different Nurse playing a different game since that data dropped.

    If there is more recent data from the developers please provide.

    Nurse benefitted the least from the buffs out of every killer in the game.

    Have you ever played against a rusty Nurse? One of those Nurses that kind of just sucks at the beginning of the game and seems doomed but later on in the game she's dangerous as she gets her groove back? These sort of games drag down Nurse's kill rate for sure. But thanks the generators taking an extra 10 seconds each, the Nurse will have a chance to do better in these games. It makes sense that her kill rate will rise in these games.

    ... you could make Spencer's Last Breath move at 600% speed and have Blink attacks be instadowns and Nurse's killrate would still be low. No amount of buffs to Nurse or nerfs to survivors can change Nurse's low killrate, because it's caused by inexperienced Nurses that can't even hit people unless they mess up badly.

    This statement is ludicrous. Inexperienced Nurse have a much easier time now becoming experienced Nurses and use less time to do so. It makes sense that here kill rate will rise/rose. What kept the the Nurse's kill rate low is she was difficult to pick up and get success with in a dozen games so those inexperienced players quit playing Nurse. That's clearly changed. Nurses can see success sooner and are less likely to quit playing Nurse, which leads to a higher average kill rate.

    "Just because it's skewed doesn't mean it's completely irrelevant"

    Yes it does. Because it fails to acknowledge anything other than mid MMR, which is where survivors lose against Nurse the most. High MMR and low MMR would bring Nurse's killrate back to the normal levels.

    I've shown the developer's data to be completely irrelevant. When I said NightLight's data wasn't "completely irrelevant" that was a statement of fact. It might be partially irrelevant because it does not have complete data, but it is certainly more relevant than the developer's data because at least it's recent.

    Because the 6.1.0 changes benefited all killers it is possible that all killers increased their kill rate and Nurse still stayed at the bottom while still increasing her kill rate. I seriously doubt it though.

    Yes OP, I think it is time to admit Nurse isn't hard.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3119052#Comment_3119052

    It's skewed because of the fact that most players probably don't know what that site is. And of the ones that do, how many submit to that site?

    Sorry, but I'm sticking with the dev's killrates, because that's not a credible site.

    Just because it is skewed doesn't make it completely irrelevant. As I said already surveys in the real world do the same thing. Do you think they put up that information to purposefully mislead people? What purpose would that serve?

    I give up. If you're going to completely disregard relevant data, than there is no point going on with you.

    All the kill rate data we have from the devs is old. Ancient. Might as well be carved on stone tablets it's that old. The game has changed so much since then that not a shred of it is relevant anymore. Period.

    The fact that you keep quoting it in thread after thread as if it is relevant when clearly it's not makes a parrot. A mindless parrot.

    Good day.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118211#Comment_3118211

    The fact that you’re using pallets and vaults as examples of her being “ez” shows that you are playing against nurse wrong. A competent survivor will rarely be doing either action. In your other example, a bad nurse kills a bad survivor. How does that prove anything?

    You say that as if a survivor never actually has to use a pallet or vault against a Nurse, which is categorically false. A good Nurse has an "ez" time forcing survivors into bad situations where survivors good or bad have to make sub-optimal choices. The fact that Nurse not only ignores pallets and vaults almost completely, she gets hits in those places almost for free where most other killers struggle. I don't know if you noticed but most maps and tiles are built around pallets and vaults.

  • @GeneralV said:

    It is a good mechanic.

    I agree with this... if it was 2018.

    It would continue to be a good mechanic if flashlights held similar powers against newer killers like:

    • If you're holding a flashlight on Nemesis he can't use his tentacle.
    • Holding a beam of light on Victor continuously for 3 seconds kills him.
    • Holding a beam of light on Trickster prevents or slows down him throwing knives.
    • If a flashlight could be used to burn away Pyramid Head's trails or torment.
    • Can Onryo get lightburned?

    This is why Wraith getting lightburned is an outdated mechanic. He's already one of the weakest killers on the roster and not being able to be lightburned wouldn't magically elevate him to B-tier.

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118890#Comment_3118890

    i agree, she doesn’t need anything right now, because she’s not broken.

    But you said a blink hit shouldn’t count as an M1. If that were to be changed, her speed would have to be changed as well so that she can achieve M1’s. Otherwise you’re destroying a large amount of perks for one killer.

    This is why I suggest:

    • Make any attack where she uses 2 or more blinks count as a special attack.

    If she can get the hit in 1 blink or less she can enjoy the benefits of Starstruck, Haunted Grounds or NOED. But if it takes 2 or more blinks it's just a normal hit.

    Is this not a reasonable compromise?

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3119015#Comment_3119015

    If I'm only speaking for myself, you're less experienced than I thought.

    Anyways, that site is completely anecdotal and doesn't capture everything, so it's even more unreliable than the dev's stats.

    Completely anecdotal. That made me chuckle. The site requires screenshots of tally screens from survivors to be submitted so it's far from "completely anecdotal."

    When you say something like: "Before the patch, the last stats to release. They won't have changed because of the reason Nurse's killrate is low, and on top of that, Nurse is more popular now, so I'm willing to bet her killrate dropped further from the surge of baby Nurses." that is way more anecdotal than the data I just provided.

    What makes you think NightLight's data is irrelevant, specifically? I suppose it might be a bit skewed by the fact that noobs probably aren't submitting their tallies, but that doesn't make it irrelevant. In fact, this would mean this is data from experienced survivors so her kill rate could even be higher than NightLight says. Just because it doesn't capture everything doesn't mean we can't infer something from the data it provided. It's like a survey where a portion of the population gets surveyed and there is a margin for error. Even if we give it a generous margin of error the Nurse's 58.37% kill rate stands far higher than the lowest kill rate listed on the site; Ghostface's 41.54%.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118554#Comment_3118554

    If many people think it, it is probably true. Why should survivors must constantly learn to play "without" something and killers don't? Survivors didn't get a Dead Hard replacement as killers got a meta replacement with the same boring perks that survivors have to content with. Killers still using slowdown perks.

    Nothing is less fun in the game that having to let go of the gen just because the killer might have a very broken combo. If killers can't wait an extra second to bait out Dead Hard, all survivors shouldn't have to play around a broken meta combo.

    New Dead Hard is still a very effective perk. They don't need a replacement.

    I find the counterplay to Pain Resonance fun because it's easy. Just let go of the generator as the hooking animation starts and get back on the gen. No big deal. At least it has good counterplay unlike Eruption where the SoloQ has no idea when they'll be hit with it.

    PR+DMS is nowhere near as Ruin+Undying was back when survivors had to cleanse all the dulls to permanently kill Ruin. That the Entity that's gone because I'd hate to see Pentimento paired with that abomination.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118348#Comment_3118348

    They are for Nurse. We all know why Nurse had a low killrate. Gens could take three minutes and her killrate would still be low.

    If Nurse is suddenly one of the highest in killrate, it means that most Nurse players quit, or bad Nurses are being fed easy wins by DCs. The second one is more likely.

    But again, Nurse's killrates shouldn't have changed because of why they were low in the first place.

    How do you know, though? You don't. And you continue to make broad statements (like saying "we" when you only speak for yourself) even after I presented data that refutes your statements.

    Click here for a link to that data. 4th in pick rate and 4th in kill rate over the last month. Please refute this data if you can. It might not be complete as it requires data to be submitted to it, but at least it's recent.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118315#Comment_3118315

    Lmao. Oh please. Don't tell me you actually think BHVR designs maps and perks around one killer 🤣

    Lmao. Oh please. Don't tell me you actually think BHVR doesn't have to account for Nurse every time they design a map. 🤣

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118226#Comment_3118226

    Before the patch, the last stats to release. They won't have changed because of the reason Nurse's killrate is low, and on top of that, Nurse is more popular now, so I'm willing to bet her killrate dropped further from the surge of baby Nurses.

    Without seeing updated data on kill rates we can't make any assumptions, especially since so much has changed since that data dropped.

    You can bet all you like but you are quoting the kill rates like they are relevant now when they are not.

    I don't know if NightLight is any good, but they list Nurse as 4th highest picked and also 4th in kill rate over the last 30 days.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118211#Comment_3118211

    Oh no ! So nurse ignores some of BHVRs complete ######### map design. That's crazy.

    Yes. It is.

    Thanks to Nurse existing we only get massively oversized mostly single floor maps. There's only one map like Midwich and it is easily her best map.

  • If Jake finds his way onto the ground 30 seconds into a game thanks to Bubba's chainsaw and instantly DC's, it is 100% correct to blame Jake. He didn't know any of Bubba's perks yet. He didn't know if Bubba was going to camp, tunnel or slug. He didn't give the match a chance for him to have fun and ruined it for everyone else.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118179#Comment_3118179

    No. Look at the perks the survivors are running. On top of that, look at the add-ons this guy is running. These survivors are very clearly bad, and on top of that this guy is using add-ons that outright shouldn't exist.

    This is just the last game in the OP's run to Iri I. We have no idea what the survivors used for perks in all those games.

    You keep going on and on in other threads how Nurse is hard, when clearly she isn't. I honestly think the kill rates have to be skewed by many players who play Nurse for less than 10 games get poor results and never play her again or players who play her just to get a ritual/challenge done. I never hear about a Nurses with any experience getting poor results match after match like a Clown.

    @dugman said:

    Personally I’d like to see two quality of life changes to make Nurse more accessible to new players

    • Make Plaid Flannel basekit but adjust its indicator to not be as large and obtrusive (it looks ridiculously big and bright at close range on some systems). It would help make her a little more playable right out of the box while not being a big buff to veteran Nurses who would mostly not need the indicator in the first place.
    • Let Nurse keep her head up so she can see what’s going on during Blink stun. Staring at the ground half the match is one of the most annoying mechanics in the game, it’s the reason Nurse is the only killer I just refuse to play. I would happily even take her Blink stun lasting a tiny bit longer if I could keep her head up during it.

    I’m not entirely convinced Nurse needs a nerf, but if they ever did want to nerf her it could be done without much programming by just adjusting her Blink refresh time or range. That change requires the least amount of programming since it’s just changing a parameter in a table. Like I said, though, I’m more interested in making her more new player approachable.

    Those changes would make her absurdly easy.

    You underestimate the power of Plaid Flannel. If it was basekit then Nurses would much more rarely make comical mistakes like blinking into the basement or other vertical mistakes.

    As for that head up idea, that's a good idea for an addon, probably green or purple. Being able to maintain line of sight on the survivor while in fatigue might even be strong enough to warrant a downside to the addon.

    I want the Nurse to get these changes:

    • Make any attack where she uses 2 or more blinks count as a special attack.
    • Make her maximum teleport speed constant regardless of addons.
    • Make it so if she blinks through a falling pallet she gets pallet stunned.
    • Make it so that if she gets hit with a pallet during her fatigue the her fatigue gets interrupted and she gets pallet stunned.
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