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ByeByeQ

ByeByeQ

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  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118206#Comment_3118206

    DH does have a high pickrate. I see it on at least two people every game. They know how to time it too. See, the thing is, DH is still the strongest exhaustion perk at high skill levels. So as a good Nurse, I'll be facing survivors that run it over other perks.

    You don't know why they killswitched her. Nurse had one bug that froze her in place after grabbing someone. All of the other bugs were fixed before the Killswitch. Stop spreading false information.

    Nurse's skill floor is incredibly low. Learning how to Blink is the easy part. The hard part is learning survivor pathing and how to counter good players, who will all do different things. Nurse is hard because you have to adapt to literally everyone you face. If Nurse has a straightforward power, what exactly is a hard power? Because Artist is VERY easy.

    If Nurse was easy af she'd have a higher killrate. End of story.

    Where do you get these pickrate and killrate stats?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118015#Comment_3118015

    If you say so. Nurse takes a lot of learning as well as maps.

    If someone gets "80 % kill rates" after a week. That's says more about your average potato survivor then it does nurse.

    Not really. It goes to show how broken Nurse is.

    Against almost all killers if the survivor has enough distance from the killer to make a vault from a 2nd story window on any map (New Haddonfield being the best example) that killer doesn't get the hit and the survivor often makes significant distance. For any decent Nurse that's an easy free hit every time. As soon as the Nurse sees the survivor begin the vault animation a quick blink to the bottom, easy hit. In fact almost any drop is an almost automatic hit for a Nurse even if the survivor has Balanced Landing.

    Survivors throwing pallets offer a similar opportunity although it is not as easy.

  • Hey @PapiFelixPSN

    Nurse is easy. :P

    Thanks redFlower <3

  • No you cannot has old Dead Hard back. No sir.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117929#Comment_3117929

    Blah blah blah. A couple days and have NO clue what DBD is ? I promise you that experienced survivors are going to ######### all over your little experiment. She's not nearly as broken as people like to think,

    You take the right gamer, like someone who's good at FPSes and pair them with a good coach, like Otzdarva, and if after a week that Nurse doesn't have an 80% kill rate I'll eat my words. Sure there'd be some "experienced survivors [pooping] all over [the] little experiment" but those will be the outliers.

  • Nurse used to be hard. She was buggy and couldn't blink through certain things. But no longer. Ever since her QoL changes and return from the kill switch, she's easy to learn.

    I would love to see a Youtuber make a video where they take someone who has never played and barely heard of DbD before (but still a gamer) and teach them to play Nurse over the course of a few days. After said gamer quickly learns to dominate matches then there would be definitive proof that Nurse does not take as much skill as everyone seems to believe.

  • Why should killers be granted like 28-32k+ bloodpoints for literally just camping a tunneling?

    Is literally the first thing you said.

    Killers who actually devote themselves hard to camping don't often get 28-32k. They don't score enough in the Hunter category because they don't chase enough, they lose points in the sacrifice category when the survivor goes to the next stage without being unhooked first and the usually don't get much Brutality either as they're not kicking gens and harassing other survivors. If they don't get the 4K they don't get the 2500 bonus Deviousness points to max out the Deviousness category either.

    Killers who camp and tunnel usually make less than 25k.

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3117567#Comment_3117567

    it is ignorant to say you can master nurse in 2 days. 😂😂

    What is your definition of master?

    If it's to be good enough to get 80% kill rate with Nurse, then I "mastered" Nurse in a day.

    If it's hitting 80% of my blink attacks, then no I haven't "mastered" Nurse.

  • STBFL should also not function within a certain radius of a hooked survivor. Maybe 6 to 10 metres.

    In cases where a killer is face camping and has a few stacks of STBFL it becomes incredibly difficult for a survivor to attempt to get the unhook. Often the killer can completely prevent the unhook altogether and gets a grab on the rescuer, and usually that alone is enough for the killer to win as they can either hook the rescuer while the first hooked survivor usually advances to the next stage or worse, they slug the rescuer and continue the camp.

    STBFL should give an advantage in chase, but not to camp.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114513#Comment_3114513

    What you tink and what is real are two diferent things. You "might" tink they are all perfectly balanced nice and dandy, but the reallity is that theres a big gap betwen ALL the killers, specially when you compare the S tier to the C/D ones. But lets take out of the equation the S ranked ones, theres a considerable diference betwen a pyramid head and a slinger, heres quite a bit diference betwen the artist and a clown.

    Average on what, low rank players? mid rank players or high rank players? because each one functions very diferently of each other based on player skill, perks and killer, so even that its not a reliable measure for your argument. Sorry but if you want to talk about middle grounds you are bringing your own argument down. The tier list goes from S,A,B,C,D, by your own words all the C and D would have to be brought up in the tier list via improvements and buffs (great thing), but also bring down the other above the "middle" ground from S and A to B, wich again, its the middle ground, so you actually have to point out exactly wich one it is...true middle ground or improvement above average. But lets pretend you meent every killer up to rank A (wich its good) that would still leave up to 18+ killers going from rank B,C and D to be upgreaded, so even if all said killers arent brought up to competitive levels (S tier) they will still be far FAR more viable than before, and jsut a note that by your own logic you first said it was mental gimnastics to even consider uping up 20+ killers to competitive levels...so thats how its diferent from you still wanting to bring the same 20+ killers close to A rank?, you yourself said thats its implausible to make said changes...so what is it, its plausible or not?.

    No one said that it would be an easy task making all the previously mentioned bellow A rank killers better, but unless BVHR isnt lazy as hell its a far better option that just bring down S/A rank killers to a B rank middle ground.

    Or...again...you make ALL the bellow rank A killers better, put them up to a comfortable similar power to A killers wich by the comunity are among the most interesting and well balanced instead of just bring down 3 killers wich actually serve the purpouse to se when you have gone to far as they serve as a measure to know exactly when you went TO far. Then when all the previously mentioned underperforming killers are worked THEN you take off that measure point and check it out to bring it out in a similar position to all the others. What i call mental gimnastics its to belive the low rank killers are balanced and in equal foting than those on rank A or above.

    Im not going to go on a killer by killer basis in all honesty, but its far better than just to bring down (again) the S rank ones as that would make ALL the other killers more willing to play with their favorite killer, wich in turn would make it so you wouldnt se the same killers over and over wich in turn would make for more diverse games wich in turn would make things more enjoyable thanks tho the variety you would se on a game to game basis

    As I've said before, if the top 3 killers were nerfed (the ones with the most broken mechanics and addons in the game) down to A-tier, then broad changes could be made to the game on the whole to buff all killers. Then there could be a top 5 or more killers who could possibly be made viable at the highest levels of play.

    I also want to see Nurse nerfed because it would be good for map design. Midwich is one of the better maps in DbD, especially compared to all the maps that have been made or reworked since. Just because the Nurse exists in her current form we continue to see huge awful maps being brought to DbD. If the Nurse didn't completely ignore height we could see more multi-floor maps that are not just a massive 1 floor sprawl like 90% of maps are.

    I don't expect BHVR to ever make all the killers balanced. There's always going to be S-A-B-C-D killers. That's just the way it is.

    I've asked you twice where you'd start if BHVR were to buff all killers up to Nurse's level and you have no idea.

    So we're done.

  • I love Oppression and agree it is not powerful enough to have such a long cool down. Some even argue it's not a slowdown at all, just a convenience perk with a slight chance of information. In some games it almost has no effect at all as it isn't hard to counter.

  • @ColonGlock said:

    There are plenty of perks that can reveal survivors to you during the match and help in your quest.

    I would spend some time thinking about new builds and trying them out.

    Stop camping and tunneling people for this reason. Survivors just want to survive. It is not a personal insult.

    "Sop tunneling!" lol

    Well, if I can only find one team member while the other 3 Spine Chill Urban Evade around, that one is gonna die and it's not my fault. I don't even feel guilty.

  • I am actually really glad the vault speed is gone from Spine Chill and I hope it never comes back. There are some nasty loops like Myers' house that are powerful enough without an extra buff from Spine Chill.

  • Garden of Joy, Haddonfield, Eyrie of Crows and RPD are all awful maps.

    I firmly believe BHVR doesn't know how to make a good map anymore. They look good, yes, but they play horrid.

    I miss Hawkins. It had unique and fun loops never seen before or since.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113464#Comment_3113464

    Again..you seem to be to stuborn, unable to understand and simply refuse to se you are not making any sense at all.

    Most of the killers are already balanced with each other fairly well

    Wrong, not sure where you got this idea but many, MANY of the other killers arent balanced at all in comparison to the rest. Want to bring out the tier list where C and B ranked killers are the butt of the joke of survivors and the guilty pleasure of killers because they have extremely hard times being decent and/or killers have to play extremely eficient/sweaty to get somewhere?.

    I call for nerfs to the top 3 because then the killers would all be better balanced with each other on the whole and then large changes could be made to the game as a whole to elevate all killers. It would also require a lot less labor to pull off.

    Nerfing the top 3 wont magically make the game balanced at all, i seriously dont understand what kind of "logic" if it can be called that you are coming from from this mentallity, then again given you "belive" all the other killers are balanced says a lot about this. Also the problem with this mentallity of you its the same that has plagued the game for years, instead of taking the long road to fix problems you are just adding a bandaid that in the long run wont acomplish anything.

    It's mental gymnastics to think that it's plausible to make changes to 20+ underperforming killers to bring them to a competitive level.

    Thanks for giving me the reason, specially when you yourself its calling them "underperforming" with meens they are performing bellow expectations, wich in turn meens theres a problem in the balance in the game, or in this case the killers bellow the top 3, in other words im right.

    So, mental gimnastic its to actually tackle the big problem, try to find individual solutions that will make every piece of the game more rewarding and entertaining for all the parts than going with the bandaid mentallity? sorry but you are making a joke of yourself with this statement. It takes more resources and time, ill give you that, but its far better than to take a "just nerf the good ones" mentallity.

    Call it drivel all you want, at the very least i try to se the wider picture instead of mindlessly lock miself in believing nerfin the top 3 killers magically will turn the game better, specially when all the other ones are NOT balanced in relation to each other, but keep telling yourself that, clearly thats not mental gimnastics

    When I said "underperforming" I was just using your terminology, I don't think they are actually underperforming. Compared to the top 3, yes they are underperforming, but in your average game they do all right. I enjoy playing as Bubba, Clown, Wraith, Legion and Slinger and I rarely play the top 3. I have a decent amount of experience playing as and against all killers, with the exceptions of Pinhead and Sadako who I don't yet own.

    Whenever balance is the goal you have to choose a baseline to aim for. It is much easier and more realistic to aim for the middle with the baseline, I imagine A to B tier would be an acceptable and attainable goal. Aiming to get everyone to S tier where Nurse is is not realistic in my opinion, especially for BHVR. You're asking too much from them. Seriously, how do you buff Pig, Clown and Trapper hard enough to be on par with Nurse? How hard would it be and how much work would it take? How much would they resemble their original powers?

    I already stated the adjustments I'd make to Nurse earlier. I'd like to see Blight's hug tech/exploit removed and his addons nerfed and I want to see Spirit's addons nerfed. I don't even want these killers reworked. Then we could see how the tier lists shake out and go from there. That's how I would start to tackle the problem of balancing the killers. You can call that mental gymnastics if you like.

    Where would you start if you were to try to elevate all killers to Nurse's level?

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113206#Comment_3113206

    The mental gimnastics you are going here its stagering...if only 3 killers are capable of going toe to toe in a competitive level where ALL players are considered equal, that meaning that the killer and all 4 survivors are on the same level with equal chance to win then by pure logic that meens ALL THE OTHER KILLERS ARE UNDERPERFORMING significantly.

    Seriously, i feel i lose brain cells every time this is brought up and instead of trying to bring all the other killers to a more balanced and competitive level the answer from almost all survivors its "nerf the killer to OP".

    And just for the record for all the other people screaming nerf the nurse to OP no counter play...i will remind you that from each 10 nurse players easily 6 quite literally and uterly SUCK, most of those games are easy 4 survivors escapes, the next 2 players might get a few hits more or less concistently and 1 or 2 hooks, the next one might be more consisten but still prone to mistakes , most likely geting a comfortable 2 kills per game while actually having to put effort on it, the las 1 player its that nightmarish Nurse you all hate and use as a "stagering" number to prove how OP the nurse is...regardless that to get there the player actually has to be seriously good and comited to one of the MOST complicated and hard to use killers in the ENTIRE game

    I am trying to solve the problem using common sense. Most of the killers are already balanced with each other fairly well. I call for nerfs to the top 3 because then the killers would all be better balanced with each other on the whole and then large changes could be made to the game as a whole to elevate all killers. It would also require a lot less labor to pull off.

    It's mental gymnastics to think that it's plausible to make changes to 20+ underperforming killers to bring them to a competitive level.

    I lost brain cells just trying to read that drivel you call a post.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113206#Comment_3113206

    No, it just means the other killers are too weak. Other killers need buffs, Nurse doesn't need nerfs.

    Your changes wouldn't break the game, but they aren't necessary.

    You can't build a game around pallet looping and have tons of killers in the game that it is effective against and have 1 killer that can completely ignore pallets and looping.

    Explain how you'd buff Trapper, Pig, Myers, Ghostface, Clown, Sadako, etc to be on par with Nurse. Also imagine how much work that would be.

    It's like you're a Nurse main reacting with irrational arguments to protect your main from being nerfed.

  • Name recognition. I'm not a Resident Evil fan but I've heard of Wesker. Never heard of this Bill Birkin character until now. However, nothing isn't ruling him out in another future chapter.

  • @dugman said:

    I think rather than a hard cap a system of diminishing returns would be better. So for instance the second stacking penalty might operate at 80% strength, the third at 60% strength, the fourth at 50% strength, etc. That way you still get benefits if you do use stacking perks but they diminish in combination so the increase isn’t as steep.

    While that is a good idea, it's just too complicated. It would be too difficult to implement and susceptible to bugs, especially in spaghetti-coded DbD.

    @YOURFRIEND said:

    You can cleanse penti, dying light takes half the game to kick into gear and doesn't effect 1/4th of the team, gift of pain is not permanent and requires a scourge hook and thana is dead even on the killers it was formerly good on. You'll see this soon.

    If you cap things like this one gen perk will be the best one and you'll just see that every game. Then you'll throw a fit over whatever that is . Killing perk synergy and making killers one one dimensional is a good way to kill the entire role.

    I disagree. All of the above perks are good slowdowns (well except nerfed Thanatophobia) in their own right and work for different playstyles and builds. This doesn't kill perk synergy either. Killers could still run 2 of these action penalty perks and see great results, but the cap would stop these combinations from becoming oppressive abominations when running 3 or 4 of them together. It would also give the devs room to add more action penalty perks to the game without the fear of these synergies breaking the game.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113028#Comment_3113028

    You say that like MMR has ever worked properly. Do you see Nurses out there consistently winning tournaments, or do you see them getting 2ks more often than not? If you said the former, stop lying. If you said the latter, you've just proven how Nurse is balanced.

    At the highest level, Nurse and survivors have identical levels of power. Any hard nerf to Nurse needs an equally hard nerf to survivor to make the game fair.

    The other killers, you say? What other killers? Blight? Without addons factored in, Blight is better than Nurse. Huntress or anyone weaker than her? So in other words you want survivors to essentially win every game once they hit a certain skill level.

    Maybe you should read my comment slowly, just to make sure you understand. Here, I'll even summarize it for you: The other killers that you're mentioning are either stronger than Nurse or far too weak at the highest level. Nurse has everything to show she's balanced, and nothing to show she's not.

    Prove Nurse is overpowered. Give me stats.

    Killers should have similar levels of power. Then they could much more easily make broad balancing changes to the game without being adversely affected by stuff being overpowered on high tier killers.

    The fact that there are only maybe 2 or 3 viable killers at high level competitive play is proof enough that Nurse is overpowered.

    She needs adjustments. Why does she get to be the only killer to ignore pallets? Here let me trot out my Nurse wishlist again:

    • 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 she gets pallet stunned.

    Come on @PapiFelixPSN, tell me what wrong with these changes? I think they're way better than adding a naked Felix skin to the game.

  • Come on BHVR please give us some sort of choice when we prestige instead of only giving one route. With the changes made in 6.1.2 prestiging has become ridiculously expensive and the common addons are now rare at higher prestige levels. When I say high level I mean above 10.

    Even if you give us the choice between cheap webs (as in 6.1.0 webs) and expensive webs (current 6.1.2 webs) that would be amazing.

  • I don't want the Nurse reworked, but she definitely needs 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 she gets pallet stunned.


  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112068#Comment_3112068

    It's not an issue as killer. Survivor, though? Solo queue is practically a pip roulette. The actions of your teammates and the killer can force depip you no matter how badly, adequately, or well you play. Have fun pipping up when your teammates ragequit, the killer finds you first and hard tunnels, your teammates are completely uninterested in the concept of unhooks, or the killer is AFK.

    Like, the fact you're saying you get to Iri 4 is a huge part of the problem. I'll have no issue getting to Iri 4 and then waffle my way up the last 4 ranks, sometimes making little to no progress for two weeks despite constant playtime, because I'm depipping for every pip at that threshold.

    There's no reason for depips to exist now that ranks measure playtime. It made sense when they measured skill, but right now they're a relic. I wouldn't care if they raised the threshold for pipping, but going back down the ladder because I got paired with a SWF that threw the game immediately, MMR threw me in with newbies, or I got a basement Bubba/tombstone Myers is just obnoxious. It's just one of those things that rubs salt in the wound and makes a bad night on DBD feel even more frustrating.

    Calling for depipping to be done away with entirely is a quite an overreach to request. It would simply remove any and all challenge from gaining Grade. Some players enjoy a challenge. Sometimes it's frustrating. I know. I've lived that tish.

    A good compromise would be to lower the safety pip conditions of Iri from 9 Emblem points to 8, which is the same as Gold. It's a much more reasonable request.

  • @Grum said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112392#Comment_3112392

    I mean, if you just spread out and do gens, you can still counter him. I doubt Clown with a 10% boost and aura reading is stronger than a double range Nurse stacking aura reading and expose perks.

    I still have no idea why you're talking about whether or not something can be countered. An argument literally no one made in the first place.

    Give me a Clown with 2 permanent stacks of Play With Your Food. No chase would last more than 30 seconds! The screams of the dying survivors would warm the sadistic cockles of my cold black heart! I will devour the souls of survivors!

  • I miss original Freddy. There was a lot of bad about his power back then. But the upside was once he got you asleep you could run but you couldn't hide.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112068#Comment_3112068

    Some of us don't have the luxury of playing more. I know you will claim the opposite but I can guarantee you aren't a soloq player.

    You'd be wrong with that guarantee. I play mostly SoloQ and getting to Iridescent IV is a breeze and that's enough for 700k BP on the 13th if I don't make it higher. When I actually do get Iri I as a SoloQ I feel like I've actually earned something.

    Getting Killer Iri I is much easier.

    Do you think you should just get a free 2 million BP every month on the 13th? Or should you have to earn it like the rest of us?

  • I haven't been silent. It's just that there's so much noise on these forums with so many new threads daily and the good one usually don't get replies and usually fall off the 1st page pretty quick.

    Link to my Score Event suggested changes.

  • I agree.

    I'd love to have a mechanic where if the survivor has been on the ground for 2 minutes they can then try to kobe up off the floor 3 times and each failure reduces their bleed out timer by 20 seconds. The survivor either gets up on their own or dies 60 seconds sooner, it'd be a win-win for them. It wouldn't eliminate the problem but it would save a minute.

  • Actually levels 40-50 webs are easier to get the Entity to eat entire swaths of the web much more easily than before 6.1.0

  • Gaining grades in DbD is laughably easy, you cannot lose a grade by depipping and the rewards for getting high grade are really good. Depipping is a minor hindrance.

    Play more a git gud.

  • @Zolfo16 said:

    Yes 7% is less than determination.

    I think community is overeacting about thana that is strong only in the situation where stacked upon other percentages AND the killer can easily wound people.

    Thana was never an issue before because staying healthy was easy.

    7% on it's own would be fine against most killers in most scenarios, sure.

    If we only had Thanatophobia to worry about it wouldn't be so bad. But when you Have a Legion or Plague with Thana, Pentimento, Dying Light and Gift of Pain and your repair speeds get stacked reduction 7% is absolutely massive.

  • Until the PTB drops we have no idea how it's going to work.

    I'm pretty pessimistic about anything BHVR does to DbD, but at least I'm willing to give them a chance.

    in -_- Comment by ByeByeQ
  • If deleting the hatch would guarantee preventing slugging for the 4K and killers being able to slug all 4 and leave them to bleed out, I'd be all for it. But it wouldn't.

    I would rather have a mechanic where if the survivor has been on the ground for 2 minutes they can then try to kobe up off the floor 3 times and each failure reduces their bleed out timer by 20 seconds. The survivor either gets up on their own or dies 60 seconds sooner, it'd be a win-win for them. It wouldn't eliminate the problem but it would save a minute.

  • 7% is too high for 1 injured, it is incredibly easy to have 1 injured almost all game.

    There are tons of suggestions like 2/6/12/20 that have been thrown around on the forums and elsewhere.

    Honestly I am beginning to believe that the only way to guarantee BHVR doesn't do something is to have anyone suggest it on the forums, Reddit or Twitter.

  • I used to love running Pharmacy, Plunder and Ace in the Hole and an exhaustion (usually old Dead Hard) and I racked up quite a collection of green med-kits on my Jeff. Pharmacy got hard nerfed so it has to go.

    I think Plunder, Appraisal, Ace in the Hole and Sprint Burst will be my go to if I plunder.

  • The only change I'd like to see is to have his maximum range increased from 18 metres. Even just an extra 2 metres would make a huge difference.

  • If a survivor is slugged for 2 minutes they should get then get 3 chances to get up of the floor at a cost of 20 seconds off their bleed out timer. This could carry the same 4% chance as unhooking yourself and be affected by luck. I think this would be a reasonable compromise. The killer gets a reasonable chance to get their 4K but if the survivor is on the floor for 2 minutes the get a chance to get up and they can reduce their slug time by 1 minute and bleed out faster.

  • This is that We're Gonna Live Forever nerf paying dividends!

    You did a pretty good job so far, BHVR!

  • How is that even a valid argument? Being slugged is part of the game, yes, true that is a fact.

    Being slugged for 3 minutes while the killer searches for the other player is not a fun part of the game. Certainly not for the slug, and usually for the killer and other survivor as well. Killer has to search (boring) and the other survivor often hides (also boring).

    Just because something is part of the game doesn't make it right or good.

  • A shame they nerfed Pharmacy so the opening speed only work while injured. I remember having some fun games attempting to heist that med-kit out of the basement chest against the wishes of its guardians. I don't even recall succeeding, I just remember it was fun and old Pharmacy made it much more plausible.

  • The windows on the main house are also dumb. Survivors can annoyingly string together the 2 windows on the bottom floor to waste a lot of the killers time without having to even threaten to drop a pallet.

    All of the tall houses feature at least 1 window on the 2nd floor that I consider an "escape window." Isolated windows with no way around so the killer either has to follow through the window while the survivor gains a lot of distance (Entity help you if they have Balanced Landing) or give up the chase.

    I miss Hawkins. It had the best multiple-story loops in the game.

  • I want to see Nurse 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 she gets pallet stunned.

    If she is still grossly overpowered with these changes and some addon tweaks then consider reworking her. I enjoy playing against Nurses they have a very unique and enjoyable counterplay aside from the free hits they get at pallets.

    Reworking her before at least trying these changes would be jumping the gun. @Dead_Harder's idea for a rework is horrible, DbD only needs 1 Hag.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108413#Comment_3108413

    Nah, it was nerfed to prevent free escapes, as they stated. I do not believe they are lying. Heck, barely any killers ever even complained about DS; I was like the only one here and I do not feel entitled to hook if I get a down. No idea where you are getting that from. I have literally never seen that attitude, ever. Not even from the most stereotypical of killer mains.

    I think you are just mistiming the stun. There are iframes until the pickup has completed.

    Preventing it from working once the gates are powered was the only change it needed to prevent the "free" escapes. Those "free" escapes being when a survivor being downed within crawling distance of getting out an open gate before their DS timer ran out.

    The nerf from 5 to 3 seconds of stun time was an arbitrary nerf designed to reduce its usage rate. A horrible change which greatly reduces it's effectiveness at punishing and deterring tunneling.

  • As a killer I never ran Thanatophobia. It was always a boring and not particularly effective perk.

    As a survivor it certainly didn't make me afraid to do generators injured. "Oh well this gen is gonna take a little longer." Boring.

    I guess this change will make it less boring: "Oh, the killer has Thana. Let's try to prevent 4 people from being injured at all times and if by chance it does happen we'll make sure to remedy that before doing generators." It's effective slowdown will be less than 6% guaranteed.

  • The amount of survivors disconnecting to "sabotage matches" or "send a message" has to be less than 0.1% of disconnects.

    The rest are thinking nothing other than "F THIS GAME" or "Someone else already DC'd or gave up on hook and I want to go next."

    It's as simple as that.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106439#Comment_3106439

    It wasn't, the survivor could still be slugged. More importantly, you could go for a different survivor, especially with a killer like Huntress, Trickster, Clown, Leatherface, the list goes on. So yes, 4 man escapes were never free. And frankly I do not see a reason why the hatch mechanic exists, so that killers have a fairer chance of getting a 4K, yet survivors shouldn't have a fair chance of getting a 4 man escape.

    If the survivor could make it close enough to the gate before being downed to be able to crawl out before the their DS timer was up, the escape was "free." If their rescuer had Borrowed Time, getting close enough to the gate was barely an inconvenience.

    So if a 4 man SWF had 2 people who had BT and at least one of them had DS, they could virtually guarantee a 4-man out. If any survivor is on the hook have the survivor with BT+DS make the save, trading if they needed to. Then have them get saved by the other survivor with BT and as long as that is not another trade, it was an easy 4-man out. The 3 survivors who are up leave and the last survivor can crawl out or DS the killer and escape. The only things the killer could do is pick up the survivor just before the crawl out and hope the timer ran out or they miss the skill check. As killer I had this scenario play out for me many, many times.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106990#Comment_3106990

    BBQ auras got dodged a lot, but I would sometimes leave a hooked survivor if BBQ showed someone in an area that is worth traveling to. But BBQ isn’t worth running anymore, and pain res still doesn’t have the gen notification, so I guess I’m better off always proxy camping. If BHVR wants me to camp, then I guess I’ll camp.

    This. This right here is DbD's problem. It's a problem with the game and this is how players are adapting to it.

    There should be more perks that give information when a killer hooks a survivor and with 6.1.0 they effectively got rid of the 2 best ones.

    Give us a perk that reveals the generator with the most progress after hooking a survivor. What an awesome perk that would be.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105759#Comment_3105759

    To be fair the killers who dont care about the 3 sec stun also didnt care about the 5 sec stun.

    As an example i typically try to play fair killer more than less. I will generally slug at 5 gens if your on death hook, and typically tunnel by accident or if you piss me off. If you pissed me off i couldnt care less about your ds, I am gonna tunnel straight through that.

    As for the 3 vs 5 sec debate i will say both sides have merit however by changing the perk and reducing its effectiveness (its not worthless, but because of the drop animation maybe 4 sec would be more appropriate), once the dust settles and data is collected we may see other changes to prevent tunnelling at a base level.

    For instance extending the base borrowed time or adding a no exhaustion 2 second sprintburst before the haste kicks in or losing collision with the killer for a few seconds, or 10 seconds of no pain noise, blood, scratch marks and maybe increasing the visability/time to disappear of the unhookers scratch marks.

    Several of these things are already happening with current perks so we can see the effectiveness of them

    I cared enough about a 5 second stun before 6.1.0 enough to try to counter it.

    After, 6.1.0 and chasing down survivors after eating through their endurance if I pick up and get stunned it's like "Oh they have DS" and most often I down them again in under 10 seconds because they just don't have a chance to get anywhere. Most often I am playing Bubba.

    They tried 3 second DS in 2.6.0 and it lasted until 2.6.3, they should know it's bad. Even though Enduring affected it back then not every killer was running Enduring.

  • @theTARNavsky said:

    https://forum.deadbydaylight.com/en/discussion/338504/sensible-nurse-adjustments

    I like the first part, seems very reasonable.

    Not so sure about the second one though, I'd go in another direction tbh, especially the base speed and the walls. I don't have any suggestions of my own but those seem a bit excessive.

    Currently the only map in the game that applies to is Midwich. Since Sally can blink through all the walls and floors she can cross the entire map in a handful of seconds it makes her disgustingly oppressive on that map.

    Unblinkable walls could be included in new map designs so small maps like Midwich become possible again rather than the overly large maps and reworks that we have gotten over the last 2 years.

    And a buff from 3.85 m/s to 4.0 m/s is not much of a buff. She still couldn't catch a survivor without blinking unless the survivor corners themself.

  • Yeah I don't like how they changed Pain Res either.

    I just wish Pain Res was an 8% or 10% slowdown with a notification. Enough slowdown to be worthwhile but still give the killer useful information to get them away from the hook.

    Keep the scream out though so its synergy with Dead Man's Switch and Merciless Storm isn't as severe.

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