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C3Tooth

C3Tooth

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C3Tooth
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  • 60% kill rate is fine. As Killers not entitled to 4K, Survivors not entitled to escape. But everyone can be entitled to have fun, tunneling & camping arent fun.

    Its how Killers make their kill, not the kill itself.

    I prefer to die in End game where everyone have fun, than escape by M1 on Gen hold match because someone else in tunneled.

  • @MikaelaWantsYourBoon said:

    Because strongest mind-game counter is still in game, Dead Hard. Killer outplays you, click E to safety.

    As fair play Killer who chase other and let unhooked healed before back to the game. Im glad DH go, I cant stand people having 3rd heal stage every chase.

  • Someone asked after the update, will Solo players will go?.

    Someone else answered: Solo are not going anywhere.

    Killers: we're also not going anywhere, we stay by the hook.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060353#Comment_3060353

    Range addons are buffing the speed because the Devs decided to keep the 1.5s reappearance time instead of increasing it by the additional distance. If I had it my way the 13.3333m/s blink speed would stay the same and the reappearance time increased. But you can't give these reasonable suggestions when a rabid mob is out for blood.

    What I think is unreasonable is there were blink speed addons prior to her addon pass and no one complained about them. I find this round of complaining to be from bad faith actors that just want something popular to bash Nurse with. Most of the threads posted are from low post accounts suggesting alts and trolls behind them.

    I really dont think range addon matter though. One will die to a good Nurse no matter what

    1.5sec for 30m distance or 2sec does not matter in chase.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058830#Comment_3058830

    Idk where you got that picture but Nurse's charge time is 0.1s per meter.

    1 second is 10 meters and 2 seconds is 20 meters. 30 meters requires both range addons and a second longer charge time.

    I think the information you have is old Omega Blink.

    I didnt check the correct number, I just put the number there to explain my understanding why range addon also buff the speed.

  • @ColonGlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060335#Comment_3060335

    The point of these changes is to encourage synergy in perk choices to enhance the desired effects.

    If you are running a heal-focused build and not seeking out healing from others then that is a flaw in your strategy.

    What about that item recharging perk instead of We'll Make it? It is redundant to take a perk that only gives healing via unhooks as well as Botany.

    Its likely to force players use certain perks than encourage "synergy". Its not about strategy.

    Im already use only meme builds that still help my teammates, not useless. I dont know why I should get punished further.

    The build is already put myself at risk. As 4 perks are for teammates.

    I prefer to have 30% speed and accept no speed buff on medkit. Not like this.

  • The change triggers me that, I use healing focus build (We'll make it, Botany, Desperate measure with Empathy) that only healing on teammate, which Im always bring a Brown medkit for myself. This change just make me unable to do so.

    I dont know why they buff a perk then nerf another aspect that make the perk pointless.

  • I disagree, competitive players will do everything to get great at the hardest challenge. I believe Devs thought the same as you that made Nurse hard to play, but after years, many people main and mastered Nurse. Which lead to complaining today.

    No one wants to play a game for relaxing after work just to face a life dedication Nurse main playing like if they get a single match below 4k will have their house blown up.

  • @JimbusCrimbus said:

    Survivors aren't going anywhere.

    Exactly, they will stay still waiting for Killer to hook them, especially when screeching sound happens.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058857#Comment_3058857

    Efficiency effects charges so if you find a brown med kit in a chest you won't be able to fully heal yourself if you're running Botany Knowledge.

    Noway...

  • @CluelessWanderer said:

    I play this game less and less because I don't have an SWF group. Solo Q is going to be hell. Worse than it is now. I can't believe they gutted Botany of all things. I actually use that perk and it helps, but ffs, Solo Q still has a miserable escape rate.

    Now DS is gutted and crappy. Like, what did we get? 5 secs built in BT. Killers already camp and tunnel through current BT and DS, but at least that combo could get someone out. Now it will just be a clown show.

    Is there anywhere I can see the upcoming changes?

    Is reduce Medkit efficiency 20%. Means Medkit charge lose 20% (as you can only heal 80 with 16 charge), or speed is 20% slower?

  • @MrsMaliciousX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058825#Comment_3058825

    Holy gees, that bent over a brown medkit. Holy smokes...want us to just spawn on the hook too buddy?

    Gees

    If you check my comment history, you will see I lean to Survivor side more because I never play swf.

    image.png

    I just point out perks loadout sometime doesnt matter, if a killer faces one Brown Medkit team, while another killer faces 4 Ranger with Styptic/Syringe.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058781#Comment_3058781

    That has been tried and fixed.

    The only issue with the add-ons is the speed boost. I don't think anybody knows why it's a thing. The others are pretty fine, even if most are kind of useless.

    I think I know, what I think also explain why Spirit phasing time addon also increase recharge speed.

    image.png image.png


  • @MrsMaliciousX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058539#Comment_3058539

    They have changed all the add-ons for medkits already....that auto heal used to be instant and the charges used to be higher...so idk why ppl are complaining about them

    They mean Brown medkit can cause problems in the hand of good loopers. As 1 Brown Medkit can save 16sec (1 survivor on heal 16sec instead of 2 survivors). You can multiply to 4 Brown medkit that save 64sec on survivor side. And that can add up with Ranger + other powerful charge/speed.

  • I vs a Nurse in Swamp with 3 slowdown and BBQ. 5 hooks, 4 escape. I never use DH, only Lithe

    Does this match tell anything? : D

  • @TruEternity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058487#Comment_3058487

    Browns can still be a problem too. While you really don’t want to use good add ons with brown items you can, and a brown medkit with good add ons can be very strong. Heck a brown medkit with brown charges and speed is still a better choice than any other item that isn’t another medkit, and it’s not even close. Burritos(maps) are memes, toolboxes need a whole build to make them work. Keys can be good with blood amber but aren’t nearly as useful since the nerf. Flashlights are free kills if you have ears and game sense.

    The issue with Medkits to me are the just give too much value in the most important aspect of DBD, efficiency. Browns don’t have as much value as the other medkits, but still are crazy strong, and too strong to me.

    I have this stupid idea.

    Make items only 1 version, heavily nerfed and requires addon at all time to work. However, its free.

    image.png

    Certainly you still can slap in 2 charge addon to have 2 heals. But you know something like Ranger + Speed/Styptic , or Green medkit + charge never be a thing again.

  • @TruEternity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057851#Comment_3057851

    Medkits are the problem, not botany knowledge, as I said in a previous post. They're ignoring the real problem just to say they made perk changes and "shook up the meta" when botany was never meta, medkits were and still are.

    I dont think a Brown medkit is a problem, its Ranger with 16 charge and speed addon.

    I really think items should only have 1 version, which is Brown.

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058263#Comment_3058263

    Sucks that it took to page 5 for someone to mention these base buffs to killers. Everyone is just comparing killer and survivor perk changes, when IMO the changes you mentioned are going to be worse. If too many people are getting downed too quickly, solo q is going to turn from getting gens done to who can get hatch. No one likes when the last two survivors hide and don't touch gens, but I predict it's going to happen more often.

    I present to you

    image.png


  • Its depends on when the first survivor down, thats the moment 3 survivors on Gen become 1. 45sec on first chase will suffer killer more than 90sec on 2nd chase.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055969#Comment_3055969

    I've had plenty of matches where the killer never tunneled or camped and still won (4k). You don't have to do this to win and honestly if getting a 4k is that important to a kill or to be considered a win is it really a game anymore at that point?

    To be fair, if Killers dont tunnel and able 3-4K, their skill is good enough to increase MMR.

    I just never understand why Killers tunnel one out in 3mins, 4K in under 6 hooks, then complain about high MMR. Their skill is certainly not suit to be in high MMR.

    My win condition is to double hooks survivors, then slug them instead of last hook. I keep my killer MMR low just to not stress out. It doesnt have to be 4K streak to feel like Im winning life

  • @KateMain86 said:

    Its not learning from your mistakes when the killer continuously runs after you right off the hook and there literally is nothing you can do about it. Your expectation seems to be for survivors to have some kind of competitive or high skilled mindset playing this game when that is not the reality at all. Most survivors can't run or loop killer like the top MMR players can and they probably never will. Survivors shouldn't have to turn a game into a job to be good enough to prevent something that killers shouldn't be doing in the first place. People just want to have fun and for survivors there is nothing less fun that being ran down by a killer right off the hook, especially early in the game.

    Survivors shouldn't have to turn a game into a job to be good enough

    Meanwhile DBD is a job for killers..

    image.png


  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054705#Comment_3054705

    Actually yes, SWFs innately has dozens perk worth of advantage on top of reliable teammates, throw many solo q players there and most will be godlike.

    That is the point, swf isnt better than solo because of chasing skill, its because of time efficient from info they have. Which solo always need.

    @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/333722/survive-with-friends-bhvrs-deal-with-the-devil

    SWF breaks the game for killer.

    SWF should be limited by : no character/item/perk repeats.

    https://forum.deadbydaylight.com/en/discussion/comment/3054835#Comment_3054835

    SWF gives too much information - and you want to buff solo queue to have too much information- Right. What does the killer get? How about 8 perks of their choice.

    https://forum.deadbydaylight.com/en/discussion/comment/3055042#Comment_3055042

    If we're being real then SWF should only play against Blight and Nurse. Bad swfs will play against the bad nurse/blights and the good ones will play against the ultra try hards.

    Being serious - there can never be an "opt out" option for SWF. Nobody would ever play against SWF if they had the choice in its current form. What are the benefits?

    1) Less XP

    2) More frustrating matches

    3) People actively trying to make you angry and bully you

    -Gee golly where do I sign up!?

    There is something you have to understand that once Solo gets buffed to equal to Swf. Kill rate will drop, and killers will get buffed to get back to Devs' preferred kill rate.

    By now what most killers want is just want easy match on Solo because Swfs have easy match on Killers. That only make survivors want to play Swf, the only one that hurt after that are Killers.

  • @UnknownKiller said:

    Well i see the add ons of distance does increase the speed of teleport.

    I think that if the speed of the teleport would be the same as the teleport without add ons

    I think it works this way:

    image.png

    I dont remember exact number, but lets say she charge 2sec, blink for 24m in 2sec. Which her blink move 12m per sec.

    By this, short blink Nurse, example survivors at 12m distance, she can charge blink for 1sec, and blink there in 1sec. This is impossible for Survivors to make a move within 1sec.


    image.png

    So they changed to whatever distance Nurse makes, it will take 2sec.

    This is always give Survivors 2 sec to react her blink if they're at short distance. However, it create problem that she also can move like 40m in 2sec with double Range.


    This is my understanding, was she used to be that way?

  • To this day, what bug me alot is:

    Killers: complain about SWF broke game balance

    Survivors: complain about Solo is unable to play, demands buff Solo

    Killers: its because Solo's skill is low, they dont need a buff

    Throw me into a SWF and suddenly I become god like that break game balance?

  • You're welcome

    image.png

    I can also make it animated

    Spoiler Spoiler Warning ▲▼

    if you commission me : D

  • @Marik1987 said:

    Buff Freddy, Sadako, Pig and Trapper.

    Nerf Nurse and Blight.

    They nerfed Trapper with hitbox on terrain. Hard

  • @Huge_Bush said:

    I did years ago when I was a wee lad. All I remember is my grandfather telling me to water the plants early in the morning while it was still cool and once again at sunset. Also to make sure to not get the leaves wet.

    We did well with growing tomatoes, squash, zucchini and eggplants. Don’t forget to use fertilizer, we had a couple of goats that gave us the natural kind.

    I always water on leaves...

  • Tobe fair, most Mori in Mobile version dont fit the character. I feel the brutal, blood thirst animation fits more with those like Trapper/Oni...

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052469#Comment_3052469

    1. Kills perk diversity = Always bad
    2. Has a lot less direct mobility than Blight. Nurse crosses large distances at the same average time taken a 115% does by walking, and has way less opportunities to reposition in chase that also require a delay to charge up unlike Blight’s near-immediate back to back 5 rushes.
    3. Would be inconsistent with design. Nurse cannot attack with her power. She moves, stops, and attacks. Blight moves and attacks during the move with the power.
    4. Not a balance issue in the first place. People misattribute mismatched skill matchups as a balance issue. Survivors of the same skill level as the Nurse will do fine regardless, outside of range/3 blinks.
    1. Stealth Killer with Dark Devotion, Insidious? Chainsaw Killer with Expose perk?
    2. The mobility Blight has isnt instant down with perk. It takes a while for him to recover full 5 token. Nurse recover once every 5sec.
    3. Based on you line, Nurse should not able to ignore windows and pallets, because thats inconsistent with design. Nurse can instantly attack right out of blink, the "stop" is just the short time for player to decide attacking or chain blink
    4. Her basekit may be not balance issue. But blink 24m from opposite side of building in 2sec and M1 with Noed / Startruck is another story. Blight's Power into Attack is a special attack, respect pallets & windows and he's still the 2nd strongest Killer. Nurse bypass everything.
  • @[Deleted User] said:

    You can just play Nurse with the Matchbox addon and see how that makes her so much worse.

    The addon makes her 105 speed. The suggestion said 110 speed

    @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/333517/i-made-an-animation-to-show-why-110-one-blink-nurse-doesnt-work

    Good animation, and I believe it to be the accurate conclusion, that's why some people say to also block blinks without Los, which would make her awful.

    But her blink should never be made a special attack, I will die on that hill.

    Killer with Power chained into Expose M1 is oppressive in chase (as old DeathSlinger with any Expose perk for example. But Im not saying they're good for 1v4 aspect).

    Killer with speed is considered great. Blight for example, only Legion that their speed doesnt down

    And there are Killer with both speed + Power chained into Expose M1. Only Spirit & Nurse are blessed with both.

  • @TheMadCat said:

    Are you still looking for someone? I'm not from your time zone, but if I'm not mistaken, when it's like 1 PM for me, it's 8 PM for you.

    I'm from GMT+2. And I'm a freelance worker, so I can take a little break whenever I want during the day to help you, if you're free from your 8 PM to your, let's say, midnight.

    (I have both Nemesis and Yui.)

    I had 2 matches vs Nemesis earlier this week, I got the clip I wanted now

    Thanks : D

  • @Raptorrotas said:

    Nice animation.

    Well now the goalpost will cange from 110% with 1 blink to "110% with 1 worse blink".

    Thes nerf nurse crew will not rest until shes simply isnt good anymore, similiar to what happened to HB.

    I dont think there is a way to nerf her basekit that will make it more fair. But there are few other things that can make her less too oppressive

    • Range addons
    • Her blink attack counted as special attack. Exposed perks on her is too much to face.
  • @dugman said:

    I'm not sure where "110% speed Nurse" is coming from, but she does have the ultra rare add-on Matchbox which makes her 105% speed with 1 blink. Are you trying to say that add-on shouldn't become 110% speed?

    There is a suggestion on how to nerf Nurse. Which is 110 one blink

  • I was thinking of making Nurse 110% but with 1 blink, but it will not work. To my understanding, it will be like this:

    • Current Nurse has slower speed than survivor, the distance between her and survivor keeps getting longer, the first blink is to close the gaps, the second blink is to answer survivor's direction choice to hit them.
    • 110% 1 blink. Nurse will chase you exact speed of Spirit, which gaps keep getting closer, while charging. She would just need half a sec of charge to ensure not to waste any more time to close the gap, and hit them. This will be the same at pallet when she's right behind you, not drop, get hit ; drop pallet, blink over and hit.
  • Luck should come with increase rarity item in chest.

    Lessen mist should go, I still think thicken mist should stay.

    Someone suggested that Map offering should give you ability to avoid the realm, instead of getting into the realm. However, it would be sad to see no one plays Scratch mirror Myer if Map offerings removed

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3050511#Comment_3050511

    False, the pallet breaking, gen kicking, and weapon swiping buffs do not buff Nurse, so no, the devs have displayed that they can buff killers in several ways without buffing nurse.

    Those cool down, break pallet doesnt affected on Nurse, her attack cooldown on fatigue, not M1. She doesnt need to kick pallets or wall.

    50 extra sec however.

    But at least, the Meta Endurance will help alot vs her.

  • Play as Killer

    Especially with Trapper, Im usually use End game build just for meme and putting a huge challenge on survivors at the last moment. Hook or Kill doesnt matter.

    Or if sometimes it doesnt work, I use 4 slowdown or Plaything/Penti slowdown. Kill doesnt matter, I only want 2 hooks.

    And again, if it doesnt work, I play Spirit with 4 slowdown or Plaything/Penti to have easier game. Kill doesnt matter, I only want 2 hooks. I keep my MMR low so I dont have to get bully swf.

    As Killer, I can control everything I want, it does sad feeling you cant do anything as Trapper sometimes though.

    Play as Survivor

    Hearing screeching at the beginning makes me lose the will to play.

    Somehow first killer hook when 2 Gen done and they decide to suicide, while 1 guy on hook with only me left and 3 Gen struggle on hook to the last.

    The feel of I have to rush Gen while killer tunnel/camp other. Or vice versa. It doesnt fun for all survivors in that kind of match. Either W as long as you can and die or M1 on Gen and leave


    Its weird for me seeing Killers constant talk about 4k streak and complain on high MMR with SWF at the same time. While you have full control to have low MMR and have casual match.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/333293/the-biggest-issue-with-solo-queue

    This is one of the reasons, why i think basekit Kindred or a updated Hud wouldn´t do anything.

    You can´t fix bad teammates.

    It does, at least those 2 guys saw proxy camper and just sit on Gen, instead of 1 or both of them leave their Gens - run for 15sec to the hook - another 10sec to realize its a proxy camper (with camper you can tell instantly) - run for 15sec to their Gen. For total of 40sec, which x2 survivors for total of 80sec Equally to 1 Gen done.

    It will not fix the players who decides to do totem. But it does help with players who knows its a camper but without info from Kindred.


    It he didnt have Kindred, it would be another story.

  • Mom & Dad

    image.png image.png


  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048507#Comment_3048507

    That would be true if you didn’t have to buy a ton of useless items and offerings just to get something useful enough to be worth bringing into a match. Take your number and multiply it by 3-4x to account for all the garbage you have to spend BP on. Oh, and the devs also gave us a nice kick in the junk by taking away BP bonuses from BBQ and WGLF

    Useless or not, theyre designed to be used.

  • BP you earn each match is meant to get item, addons, offering for the next match. Which 12.000 BP is enough to fill all 4 slots. Its the perk we grind.

    And honestly, I dont feel like the new perk grind is good after thinking through it. Remove perk Tiers would be much easier thing to do, and effective.

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048013#Comment_3048013

    I like your idea, but it should be 1.5 for 4 - 3 and 2 for 2 and 2 for 1 survivor.

    Otherwise 1 survivor needs to do 3 gens eventually, which isnt possible if the killer patrols every gen.

    Last survivor has hatch play. So it doesnt matter.

    For 2 survivors (Dwight & Meg), despite Gates powered at 4 Gens. Either Dwight or Meg still have to win a chase, lets say you chase Dwight while Meg opening another Gate. Its a challenging task for Dwight, especially if you play fair where you made alot of chases to kill other 2, which no more pallet left for Dwight.

  • I know many players are toxic, but Im not going to put my rage on a random 4 players next match. Im used to be like at back to 2019, not anymore.

    If one can not recognize how fair play I am in a match and start to be toxic like that. Its not worth to talk to them to begin with. I will tell gg to others players and move on.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3036693#Comment_3036693

    It is important to have hatch, it keeps the hope that the survivor might still escape. Otherwise what's the point in playing the game for the survivors if there are already 2 survivors sacrificed but still 3 gens remaining. Then they should add a surrender button.

    I really want the objective progressing between 2 sides go equally, to make the match tense and fun for everyone.

    Everyone know if 1 survivor down at 4 Gen, its possible to be camped and kill the 2nd survivor with Noed. And as you said, 2 survivors with 2-3 Gen remaining is a certain lose to survivor, they will just hide to make the game extremely bore. And thats why survivors have to rush just incase camping happens.


    I think 4K should be as rare as 0K. Increase objective for 4 survivors, but the more survivors die, the less objective needed to be done. That way, the Gen would not go too fast, and Killer will have to think twice before tunneling someone, and I do have a simple idea for that:

    Gen required to power Gate = Alive survivor(s) + 2.

    As 4 survivors alive, they have to finish 6 Gen. 3 survivors requires 5 Gen, 2 survivors requires 4 Gen. Which is, if there are 5 Gen done and 1 survivor die, the Gate is powered right after the Sacrifice finish.

  • @DaddyMyers_Mori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3047476#Comment_3047476

    Like why have the deep wound part at all? 

    So there is a reason to use his power even when some survivor are injured?

    It's what makes his power slowdown, he would suck without it. Main counterplay is stay injured already.

    I think you forget that next patch Gen will be increased to 90sec, with "stay in injured" Thana increase each Gen up to 115Gen. That is 175 more second than the old base Gen (80x5 = 400sec vs 115x5 = 575sec)

    And that 575sec is not yet counted all the mending time that survivors have to go through, thats what they mean "Forever Legion". At least with Plague you dont have to mend.

    And final, thats only Thana as slowdown. Image another 3 slowdowns.

  • @Jarky said:

    It is one of the things I think should just be basekit by default (perhaps without the killer aura reading) as well as I agree that BHVR shouldn't artificially 'nerf' SWFs, but also that buffing solo Q by giving them more information that SWFs can have is a good step towards bringing them closer together as experiences.

    Whilst I don't think all the information SWF can give to each other should be somehow given to solo queues, being on hook in particular is one of the biggest 'differences' between solo q and SWFs, as nobody knows if anyone's going for the save, so they can find themselves in awkward situations where they're questioning if they should go save or let go of the gen. Then they'll find that all 3 of them are there and no one's on gens, or they think someone else is going but actually their hooked friend is now second phasing.

    I run it all the time if I'm going to solo Q regardless but I think in general a healthy step for Solo Q would be adding some form of kindred by default.

    Thing is, Kindred without killer aura punish fair play killer more than camper. As there will be 1 survivor run to the hook just to see killer is camping, then return to his Gen. That would cost half a Gen time, and thats huge.

    However, the Aura from basekit Kindred should not be affected by Open Hand.

  • @ThatOneDemoPlayer said:

    Agreed, majority of Killer base-kits need buffs

    Somehow I prefer their basekit nerfed, but buff-up their addon. So they will be strong at an aspect, but weak to others where survivors can play around.

    I can live with Trapper carry 1 trap. But I would like a Brown bag increase it to 3 traps, Honing stone down from Purple to Green rarity, Bloody coil & Iri stone from Red to Purple. And make Red addon even stronger.

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