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CaulDrohn

CaulDrohn

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CaulDrohn
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  • @seki23 said:

    So, there is already a massive grind already with the characters bloodweb especially for killers, but then and if it wasnt enough there is one on the rift aswell, after u paid you literally get nothing, you just start to get stuff after playing an insane amount of games to unlock stuff. (not everyone has the time to unlock all tiers because you need hundreds of games especially when u got all the challenges from one tier and the waiting time till the next one, if u ever managed to complete it anyway) the progress you get from normal games wich are the ones without challenges to do is very very little almost unnoticable (at least increase the rate of progress considerably with normal games aswell), and if u want to progress when u have no challenges or just faster, of course pay more!!!! how would it be in other way???. also you cant unlock all tier just by doing challenges so you still need to unlock the rest of the rift by playing insane amount of hours with normal games. basically play every day a couple of hours, is just too much, imo the normal rift should get completely unlocked after paying ( i mean you already paid cammon) and in the normal rift or free you need to unlock it by playing games and on it it should be more rewarding stuff like EXP to unlock more Iri Shards at least or more Bloodpoints since the gridn is massive wouldnt be bad if we can get points by doing challenges and on the rift aswell, so is actually worth to play the game.

    LIke others have already wirtten, the first rift was kinda grindy, I didn't manage to finish all tiers in time and had to use some auric cells to get to tier 70. But all the other rifts where easily doable, just doing challenges and playing casually was more then enough to max it out. You certainly do not need hundreds of (additional) games. Since you get rift fragments depending on XP earned, you can also facilite the daily XP bonuses for playing survivor / killer to get fragments. The main source for the fragments should always be the challenges, do them all (survivor AND killer) and you will get pretty far in the rift.

    If you max the tiers, you even get all the auric cells back you need when activating premium pass, so there is no "loss". You can wait with bying the premium pass until the rift is nearly over, when you activate it then you will till get all stuff form the premium track.

    Also you put it as if it is an additional grind, which it is not, imo. Rift challenges actually help you with your "main" grind, since they give you additional bloodpoints. You get to finish most of the challenges with normal play, and others require you to run some strange perks, which makes the matches more interesting and less redundant, imo. Independent from a selected challenge, you will always get your regular BP. So the Rft grind is not something coming on top, imo, but a separate source of BP (so actually helping you with the main grind) and some incentive to play the game a bit differently, if just for a challenge (to spicy it up a bit, if you will).

  • @TruffleTurtle said:

    It worked like STBFL. With stfbl, you keep youre stacks when the obsession is dead. However with dying all stacks are gone. I feel like this perk would be more viable if it worked like that and you could keep your stacks after the obsessions death

    This suggestions keeps getting repeated again and again. And I honestly don't understand why people think that would be good thing or necessary. If the obsession is dead, you only have three survs left to manage, which is BY FAR easier than handling all four (you could see it as a constant, unchangable 25% debuff for ALL survivor actions). Why do you still need your DL stacks then? If you play it right (which is not that difficult in this situation), the remaining likely won't get another gen done, esp if you had many stacks before.

    Also, it's not like you hadn't any control over the obsessions death. So if you feel you still need the stacks, don't hook the obsession, but slug it, and hook / kill the others first.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1525834#Comment_1525834

    The perk is designed just like a anti-tunnel perk, and it is universally agreed upon that it is, also, when talking about anti-tunnel perks in a Q&A, they mentioned DS as one, contradicting the point of being an anti momentum perk. Can't find the Q&A though.

    That's actually not a contradiction, since anti-tunneling can be regarded as a subset of anti-momentum. So when you have an anti-momentum perk, it will always be usable for anti-tunneling. It still can be used in non-tunneling situation, since it is anti-momentum, not just anti-tunneling. Thats the glaring issue of DS, destroying the killer momentum even when they did not play any "scummy".

  • @EuphoricBliss35 said:

    Two games so far:

    game 1: rank 1 solo queue squad vs. “rank 1” killer = he got one hook all game. My Result: de-pipped

    game 2: solo queue again - rank 1 (me), rank 5, rank 18 with one perk, rank 20 with 4 bad perks vs. Rank 20 Oni with one perk (Zanshin Tactics), one hook all game. I do 2.5 gens, safe hook save, escape 2 chases, escape through hatch. My Result: de-pip 😂

    Makes me a little scared for what the heck the MMR is measuring

    MMR has nothing to do with Ranks or pipping. You depip bc of the emblem system, but that shouldn't have a direct impact on your MM rating.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153450#Comment_1153450

    Well, as a killer main, that sounds broken. Damaging every gen close to you EVERY single down with m1. Idk, thats not balanced

    It is not broken, since a gen cannot be affected by surge when it is regressing already. So even if Surge didn't have cooldown, it still wouldn't proc more than once on one gen as long as the survs don't touch it again.

  • Recently fixed with patch 4.1.1

  • @Xbob42 said:

    I mean it makes sense. The killer queue is several times longer than survivor on PC. That means there's a loooooot more survivors than killers.

    It is not, at least in my region. Killer times are nearly instant in the evening / night, when survivor queues take some time. During the day it's the opposite, survivor pretty instant, killer takes some time.

    Also your causation is wrong. If there are a loooooooot more survivors currently playing, it makes the survivors queue times longer, not the killer ones, they will find matches pretty instantly bc there are so many survs to fill their lobbies.

  • The issue does not apply only to the killer, but the survivor can recognize the missing sounds as well.

  • @MeatBycicle said:

    I made this same exact post a couple of days ago. Plague on Cowshed, none of the infected people made a sound, happen twice.

    OK, didn't know that. Did you create a bug report? If yes, could you link it, so i can upvote it? If not, could you upvate mine?

  • @GoodBoyKaru said:

    NOED is for bad killers. If you rely on NOED to get kills you don't deserve to be high ranked.

    If you have to stack second chance perks on top of second chance perks (like the infamous Smol PP Build^tm) then you're not a good survivor. If you rely on those perks every game you don't deserve to be high ranked.

    Both sides have their issues. DS by itself is fine, and unbreakable by itself is fine. They need anti-synergy together and suddenly there's no issue with either perk.

    BT is counterable by chasing the unhooker. I'd prefer it to deactivate during endgame but oh well.

    Dead hard is counterable.

    Just out of curiosity: When I play an end game build, I sort of rely on Noed to get me one or two downs as well. Does that make me a bad killer then?

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1500984#Comment_1500984

    Next time you open up the game, find a blank character, killer or survivor who has 6 pages worth of perks and multiple pages of items and add ons. Start a timer and then equip all the specific perks/offerings/add ons you would like to run. Then come back and tell me you have time to dump bloodpoints into a character, switch to a blank one, and re-equip everything you're looking for in under 60 seconds. Really under 55 seconds because the lobby shuts down when the timer gets to 5

    He did not write anything about perks, read properly! The suggestion was about items, addons and offering. Items take up two pages at most, and you usually know what you want to take with you. The same applies to addons. Offerings have some more pages, but they only fall into a small number of categories (BP, Level and some lesser important ones), and you would know what you want to equip as well. Selecting those three won't take you more than like 10 seonds. So the suggestion is actually quite nice, it would prevent quick-switching the last second, and not so heavily impact normal play.

  • They are already collecting MMR data for quite some time, maybe they will use this for the inital score. Or we could get some starting value based on ranks, devotion and/or playing time. Or we get some kind of placement matches. But I don't really think we will start at zero.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490686#Comment_1490686

    LOL. Not had your coffee yet this morning? So triggered!

    There have been little nerfs to killer stuff over the past year, but it's been predominantly buffs to killers and OP new ones.

    And you can complain all you want about "entitled survivors" but the math is there. Treat survivors like crap and see where it gets BHVR as a company.

    And don't use rank as a justification for your opinions. Rank is meaningless and has no real rewards.

    I don't drink coffee.

    Calling the Ruin change or Nurse rework a "little nerf" is a ridiculous understatement. We did not have so many buffs, but killer reworks (some to the better, some to the worse) and some mechanic changes, which hit the survivor side more, I give you that. But this more killer-oriented design changes came after YEARS of preferential treatment of the survivor side. We are currently more or less even. None of the recent killers is OP, btw.

    Treat killers like crap and it's the same. Don't act like survivor is the more important role. The game would be dead if either of the roles is missing. And I really can't see that any side was treated like crap recently. All bigger changes were totally justified. BL nerf was necessary, since it enabled near-infiinites on Haddonfield. Nurse basekit took a heavy nerf, problemaitc addons were removed. Toolbox were nerfed, but so was ruin. Maps got smaller and problematic windows were removed, but that was direly needed, with survvivors and killers approving the changes. The most glaring and broken addition in the recent years was Mettle of Man, a survivor perk, not a killer one!

    I know rank is meaningless. I even wrote about that I encountered multiple survivors in supposedly high ranks playing really bad. Ranking up as surv is far to easy. Thats one of the reasons matchmaking can be totally screwed currently. My whole point about the ranks was not to "justify my opinion", but to give a possible explanation why there feels to be a shortage of killer players, at least in my region. And if there is such a shortage of killers, it's likely bc the killer players get "treated like crap", not the survivors.

  • @Splinterverse

    "This game has been killer-sided for the past year (and maybe more). Every patch is filled with killer buffs and survivor nerfs."

    So changing Ruin was a killer buff? Recent Billy basekit and addon changes are a killer buff? Nurse changes were a buff? Do you recognize how ridiculous you are making yourself?

    "BHVR needs to keep in mind that you need 4 survivors to play and 1 killer."

    This bs talking point works the other way around, too: Entitled survivors need to keep in mind that you need 1 killer to play for 4 survivors. Killers STILL have a very rough life in high ranks against competent survivor groups. Just search a bit in the forum, there are plenty of posts of green or yellow ranked killers having to play against purple or red survivors, nearly every game. There are just too few high ranked killers available for all the red rank survivor groups, so the not-so-good killers have to stand in, which frustrates many so hard that they quit playing killer, making the situation even more loopsided. I can see that every evening in my region, killer queues are instant, survivor queues take considerably more. Bc mush more players play survivor than killer, at least in my region.

    Ranking up as survivor is easy mode compared to killer. You can consistantly pip even when you die all the games. So it feels more rewarding to play survivor, and it's just more chill for many. I recently encountered so many survs in my killer games with a red or pruple rank that were just plain bad at the game. No awareness whatsoever, no clue about the basic defences, not even using pallets they run past. You feel all game you are bullying a group of brown-ranked newbies, but on the tally screen you see that they are supposed to be purple or red. That tells you enough about which role is easier in this game.

  • @GoldieLegion said:

    Can we talk about survs gettin nerf AGAIN? lightborn now makes imposible to blind and gives an aura for 10 minute of the surv, frankling not only makes the object dissapear now, it also shows an aura of the item to the killer, and dont even talk about billy cause chainsaw takes forever to overheat anyways, so that """"""nerf"""""" is bullshit. An yeah, those perks are situational, u can use better perks instead, blablablaaaaaaa... SAME WITH DS AND I KEEP READING KILLERS CRYING ABOUT IT, DONT TUNNEL, EASY, U MAKE ONE SURV PERK USELESS. It was really necessary? flashlights nerfed, toolboxes nerfed, all items nerfed in general with frankling now, what's next? gettin insta down if u use a med-kit on someone else? I KNOW I KNOW... Some survs are really annoying clicking all the time like #########, as a surv i dont approve that, also i dont tbag, but its a item that is there to use it. I'm not even goona talk about status effects in adons now and the auras in hooks or so, coz i read some killers saying that auras are a buff for survs and well... It's b*llshit up for everyone actually.

    What about nerfing ######### Ebony memento mori so killers stop ######### everyones game using it at first hook, for example? Maybe force them to use it at last hook or just one surv at first hook...? What about do something against facecampers? I know, "it's a mechanic" yeah, also is genrush and once again, they keep crying about it. There u go, that doesn't matter coz killers are always the poor little ones gettin bullied, right? Bullsh*t. But hey... Make all the items an excuse for camping an object with frankling now or just taking off one of the most important resource for survs, make the flashlights useless with lightborn now, worth, it's to hard TO JUST FACE A ######### WALL RIGHT?

    I used to have a neutral opinión coz i play both sides, but i can tell as a killer and as a surv that survs are not op, they keep gettin nerf once again and again and again instead. But hey, some killers facecamp, mori, tunnel or dc as soon they face a good surv player and it's totally fine.

    And here's a main killer talking actually. Guys, if u cant handle survs, maybe you need to improve, try harder and do it better next time. I faced a lot of killers that actually made the game impossible to win no matter how many ds, borrow times, flashlights blabla you have, they just KNOW how to do their job and they dont even need to tunnel or camp, so it's not about survs beeing op and crying in reddit about it, maybe some killers just need to keep playing in orden to learn how to counter survs.

    Playing both sides and in my opinión, killers definetly always get the favour from devs. It's a fact in my opinión, it's getting worse and worse. Come guys, u have tooons of op perks and adons to use, op killers to play and many ways to counter survs plays, don't be cry babys. (yeah i know survs cry aswell but its the killer who always get the favour)

    That's all. I know i'll get tons of salty comments here, but... I don't really care, everyone can express itself.. But in my opinión... IT IS WHAT IT IS. Also sorry for my english, i tried my best :')

    Lightborn made it pretty much impossible to be blinded before as well, there is really not a big difference. And the aura is neglectable, bc you wouldn't really lose a surv trying to blind you at a pallet (10 sec btw, not 10 min). Maybe if he tries to blind you early when carrying someone and then runs away, it could show you his location after the hooking. But that endorses not to camp then, so its actually a good thing. Lightborn is still a niche perk and will likely not be equipped unless there are multiple flashlights. Since you can see what others are taking with them, and you can ask them about it, where is the problem in NOT taking a FL with you? You could also bait the killer in equipping LIghtborn, and then just switch it out or not use it. Then the killer has a wasted perk. I really can't see how anyone can find this problematic. Its a nice QoL update for dealing with bullying FL squads, nothing more.

    Franklins can now finally counter keys properly! Before you could make them drop the key, but that was no guarantee that it remained on the ground. I had multiple games I used Franklins against a key, but then still two or three used the loosers track to escape. Now I can finally camp the key until it is gone. And thats actually a REALLY BAD strategy. Since it take 90 seconds to be consumed by the entity, a killer hard camping it will likely throw the match entirely. If you want to "win" the game, you just cannot afford to guard an item on the ground, unless the survs play it stupidly. And you can't even prevent a healthy survivor from picking it up again to void the timer (except for one-hit downs, but even that is limited know with the bubba change). The survs could let themselves downed just to reset the timer, so additional 90 seconds for you to wait. More than enough time for the downed to crawl away and be healed again, rince and repeat. While the other two do gens undisturbed. You see, if the survs play it right, you won't even get the item consumed, even when trying your hardest to do so. Whats more, similar to Lightborn you could bait the killer to equip Franklins and throwing the game. Just equip four broken keys, lose them again and keep the killer busy trying to protect his items. YOu don't need any item to get out as a surv. Make him throw the game just bc he fears a multi man hatch escape.

    So overall, both perk changes are nice QoL updates, but they remain niche perks. The effects can be mitigated and the killer can even be baited into equipping it when he doesn't need it, wasting his perk slots. No need to baby rage about it. There were far more real survivor nerfs in tha last updates, this ones will barely have an impact.

    One last thing about the "JUST FACE THE WALL". First, thats not always possible. Second, even when scrubbing your nose on the wall, there are instances you still got blinded, even though you didn't even see the survivor holding a flashlight. THAT is real bullsh*t!

  • @Pior_Morte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487041#Comment_1487041

    If you go to the Sole Survivor discussion you will see I was one of the first ones to critic it, but while he makes OP perks BHVR does nothing.👍️

    They just updated 6 perks recently, but thats "nothing", sure. Could it be more? YES. But you are just telling bs it you say they changed nothing. Also we all know how BHVR handles their updates. There are chapter and mid-chapter patches, were actual changes will be done, and besides there are hotfixes for fixing urgent bugs. It's really lame to trashtalk the devs for their lack of perk changes, when it is CLEAR FROM THE START that the next changes will come with the next (Mid-)Chapter patch. Again, it could be more changes sure.

    "while he makes OP perks" NO he is not for f*cks sake! He has no obligation to actually implement his stuff. He only makes stupid-or-not suggestions without any real effort. Stop comparing that to actual development work, it's heavily flawed and just hypocrisy.

  • @Pior_Morte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486494#Comment_1486494

    Making any of this suggested changes wouldn't make any of this perks OP, they could became meta, but we still have a lot of much stronger options, like...what would be more OP? 4 SWF with reworked no Mither/ reworked Lucky Break/ Iron Will and DH that some people called "Unbalanced" or 4 SWF with DS/ Unbreakable/ For The People and Soul Guard? Looks like the devs prefer to nerf Knockout than buff Mind Breaker in ANY way, they just changed 2 numbers and made Tinkerer a viable perk, so why not just do this to Distressing and make it double your terror radius?

    You sure are fanboying here. Yes, not all suggestions are over the top, I give you that. But still with many perks he is just stuffing so much diffrent effects into it, without ANY downside, which would make other existing perks totally obsolete. Since you are stating swf, imagine a four men with all using his Sole survivor. Everyone splits up and does a gen 15% faster. If you can't see how busted that is, i cannot help you.

  • @CronaWins

    "Besides, no-one is going to play killers such as Wraith anymore at high ranks if your locked into a killer. Again, decreasing killer variety. I can tell you from experience that vs'ing Spirit 9 times in a row is not fun."

    I would really like some stats to see how many killer players switched killers to handle a survivor group better. I highly doubt that happened very often. I for myself do not really care about the survs, I just pick whomever i want to play now. And that can also be Wraith in red ranks, even against multiple FL. Heck, then I'll just equip Lightborn and take more care when uncloaking. The only issue I can agree on is hag, bc she can really rendered useless by FL. But then just dodge the lobby, where is the problem?

    Sure, I see a killer leaving ther lobby when 4 surfs are ready somewhat more often recently, but since the introduction of dedicated servers the survs will remain in the lobby, with the next killer ariving after jsut a few more seconds. I fail to see the dreaded increases of queing times, sorry.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1485862#Comment_1485862

    That's not the point and is a strawman argument. The point is double pallets is dumb.

    The op literally wrote "so the victory is already marked", which means surely loss with certain pallet spawns, showing us a pic of double pallets as an example ... in a situation where he clearly did NOT lose. I would think he invalidates his own claim with this one, but sure, I'm strawmanning around ...

  • @Pior_Morte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476697#Comment_1476697

    My ######### God he is just suggesting some changes, BHRV can simply change numbers to make perk viable but she does at a such slow rate, they tweaked 4 perks in 2 months this guy completely changed 16 in 3 weeks. If you don't have anything better to do just ######### yourself but just don't add more useless text in this comments section.

    More like this guy pulled 16 stupidly overpowered or downright broken "changes" out of his a** without even considering how they would impact game balance. And that all in a patronizing and arrogant way it's sickening. And then he compares his "effort" with the devs, claiming he is so good in coming up with perk changes where the devs did not change any in the mean time. You do recognizes how heavily flawed that comparison is? It takes 5 minutes to come up with some crazy stupid idea, compared to like at least a day for actually implementing and testing a perk chance. Even "tweaking some number" needs some testing.

    "If you don't have anything better to do just [BAD WORD] yourself but just don't add more useless text in this comments section."

    Oh, the irony in this one. Which comments are more useful? My harsh critique about the OPs perk suggestions and his attitude towards the devs, or your blatant call and insult to shut me down? I wonder ...

  • @forst said:

    https://forum.deadbydaylight.com/en/discussion/comment/1485862#Comment_1485862

    i win because this surv suck but this RNG with nice surv is op

    Its annoying, but far from op, You can quit your exxagerations. There a many other things wrong in DBD which classify more as OP than this.

  • @zoozoom6 said:

    killer:

    bbq and chili(nothing else comes close)

    noed(best hex perk)

    nurse's calling

    pop goes the weasel

    survivor:

    Decisive Strike

    Borrowed time

    spine chill

    dead hard

    this meta is kinda stale for killers ie if you not running at least 2 of these your 4k ratio is below 30%

    but survivors can easily make do with 1 and escape 70% of their games maybe we should focus more a more competitive perk meta

    Pop is meta, thats true. It rewards the killer for playing well, and even has some fallacies you can make (being dedicated to pop a gen far away instead of protecting the nearer ones). The meta is well earned, imo.

    BBQ is only meta bc of the bonus BP. If I wouldn't need them, i would happily switch it out for Thrilling tremors, which works more constantly with knowing which gen to pop. And even gives some stall sometimes when there wouldn't be enough time to hook someone and then pop a gen, since it would be finished in the mean time. BBQ is not so consistant. There are games where I dont see a single aura, bc survs hide well enough. Also currrently auras are really hard to see, so TT is superior, imo, part from the bonus BP.

    Where on earth is Noed Meta? For one game wherer it is game changing, there are like 4-5 games where it grants you max one down, if it even activates. No competent killer needs that one, apart from end game builds maybe.

    Nurses calling is strong, but also no meta, imo. It only works relatively well on Stealth killers or ones with lower TR. Also, healing alone, esp. with SC, is actually benefitial for a killer, since it takes the surv healing out of the equation for half a minute minimum. Sure Nurses can grant you some early victories, but similar to Noed, for one game where Nurses does something for me, there are like 3 or 4 games where I don't see a Nurses aura even once. Partly due to the no-heal meta. Maybe I don't tunnel enough to get use of it, don't know.

    Sloppy and STBFL, these ones I would call meta. But primarily on M1 killers.

    I can 4k alright with just BBQ and other not so meta perks. Actually, the skill / coordination of the survivors you face as well as the skill of you playing the killer is far more relevenat to the success rate than the used perks, imo.

  • @HittingOnHook said:

    I still can hold and leave M2 intermittently so the nerf was like 0.5secs slower and still can yummy facecamp!

    Good to see ^.^

    You can no longer brainlessly hold m2 and wait for one to come, you have to keep it manually almost full. And even then, your bar will eventually be full and you enter tantrum. Yes you can still face cmap, but not with your chainsaw ready for infinfte time.

  • @forst said:

    a poorly conceived mechanic, where sometimes you find maps without pallets and others full, so the victory is already marked by the fact of how many pallets have appeared on the map

    https://us.v-cdn.net/6030815/uploads/UKKFZXJFD9PQ/ez.jpg

    2020 screenshot

    So you are complaining about double pallets, although you are about to win the game with 4 gens left? (dDon't know about the DCs, though)

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1485742#Comment_1485742

    Let's be honest. How many GOOD killers tunnel at rank 1?

    In my recent games quite a few. The rank one killers are the most sweatiest in my recent experience. Mostly they do not camp, but many just broke of chases to down the unhooked again. They usually don't pick you up and wait for the DS timer to end. I especially hate the M&A Deathslinger players. Was unhooked, did not hear a TR at all, run like five meters and get slapped again. He can legitly camp a hook in like 12 meter distance, you don't hear sh*t but he is instantly on you again. Rank one killer, obviously.

  • @Jeffalations said:

    I have a couple things to say about the new update. First of all, nobody asked for the hillbilly rework. He was fine as is, and now he has bad music and screams when he runs. The overheating is pretty unnecessary also. I don’t have leather face, but I hear that he is way to complicated now. Finally, out of all things, my biggest complaint is THE AURAS! I saw a post that said that they weren’t that bad on his gaming computer, well they are terrible on my xbox one s. Killers and survivors can’t see anything. Literally nobody asked for less aura strength. I can’t see anything now. This whole update just needs to be thrown out and reworked.

    Hillbilly was fine for me yesterday. I didn't overheat it once, and it didn't restrict me in any way. But I'm only a mediocre Billy and likely didn't use the chainsaw as much as possible. But still, I think it's a good thing that you actually have to think were to best use your chainsaw instead of "spamming" it. I also played with new tinkerer, that felt really strong, I nearly always dropped a chase and sprinted to the respective gen, and surprised survivors more than once.

    Leatherface took some games to get used to his change. My first game was on Lerrys, myriads of windows and me not familiar with the changes, I dc'ed that after a few minutes bc I felt totally powerless there against the good loopers. The second game was also not so great, but at least i got some use out of the chainsaw. For the third I switched addons (from speed addon to duration/chilli), that felt really good and I was getting the hang of the chainsaw. Game four and five were euqally successful. The teams I encountered on first and second game were likely more skillful, though. But overall, it's a really good change, imo. I also equipped new tinkerer, and even though bubba has only basic speed, i was able to stop the gen from popping many times.

    The auras are really bad currently, I agree there. Esp. Survivor auras from BBQ were so difficult to recognize, just some scheme you could easily miss. But they had their reasons for that change and I expect that they tweak the auras in a timely fashion again.

    "This whole update just needs to be thrown out and reworked."

    Not at all, sir! The Billy and Bubba basekit changes are perfectly fine, the addons are mostly underwhelming (but thats sadly a current trend), the perk changes are great, the auras are strange and will hopefully be tweaked soon, and we had some important bug fixes (Oni power not usable, Survivors not making sounds (at least claimed, can't confirm that)). I think this Mid-Chapter patch is far better than the last silent hill chapter patch, THAT one broke so many things!

  • @Throwaway123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469532#Comment_1469532

    *Why don't you list me the 10% perks you deem to be useful, and list you additional perks you missed?*

    Sure, this is purely from rank 1 game perspective perks probably vary more at lower ranks. The following Survivor perks are used extremely commonly (see at least one almost every game): Decisive Strike, Unbreakable, Iron Will, Borrowed time, Spine Chill, Adrenaline, Sprint Burst, Dead Hard, Prove Thyself

    The following survivor perks are used somewhat commonly (I'm not surprised to see): Kindred, Lithe, Balanced Landing, Head On, Quick and Quiet, Self-Care, Object of Obsession, Soul Guard, Resilience, Urban Evasion

    The following survivor perks are rare (i see one every few games): Inner Strength, Deliverance, Bond, Botany Knowledge, Small game, For the People, We'll Make It.

    The following survivor perks are basically never used (I'm lucky to see them at all): Aftercare, Flip-Flop, Alert, Fixated, Dance with Me, Autodidact, Distortion, Mettle of Man, Tenacity, Second Wind, Diversion, Lightweight, Detective's Hunch, We're gonna Live Forever, Windows of Opportunity, Leader, Breakout, Plunderer's Instinct, Breakdown, Buckle Up, Ace in the Hole, Dark Sense, Off the Record, Stake Out, Better Together, Left Behind, Any Means Necessary, BLood Pact, Vigil, Red Herring, Pharmacy, Repressed Alliance, Saboteur, Boil Over, Streetwise, Poised, Hope, Solidarity, Calm Spirit, Premonition, Open Handed, Technician, Babysitter, Comaraderie, Wake Up!, No One Left Behind, Deja Vu, Lucky Break, This is Not Happening, Slippery Meat, Up the Ante, Sole Survivor.

    The following Killer perks are extremely common: BBQ and Chili, Pop goes the weasel, Corrupt Intervention, Nurse's Calling, Save the Best for Last, Monitor and Abuse, Infectious Fright, Sloppy Butcher, Enduring, Brutal Strength, Whispers, Hex: Ruin

    The following Killer perks are somewhat common: Discordance, Surveillance, Bamboozle, Thrilling Tremors, Thanatophobia, Spirit Fury

    The following Killer perks are rare: Play with your Food (Bubba only), Nemesis (Bubba only), Hex: No One Escapes Death, I'm all Ears, Stridor (Spirit only), Shadowborn

    The following Killer perks are basically never used: Hex: Devour Hope (even though I think it's decent), Monstrous Shrine, Overwhelming Presence, Territorial Imperative, Mindbreaker, Insidious, Predator, Zanshin Tactics, Gearhead, Hangman's Trick, Forced Penance, Coulrophobia, Beast of Prey, Furtive Chase, Unrelenting, Bloodhound, Cruel Limits, Deerstalker, Trail of Torment, Hex: The Third Seal, Distressing, Spies from the Shadows, Dead Man's Switch, Blood Echo, Mad Grit, Unnerving Presence, Iron Grasp, Hex: Retribution, Dying Light, Lightborn, Iron Maiden, Hex: Thrill of the Hunt, Hex: Huntress Lullaby, Remember Me, Overcharge, Knock Out, Tinkerer, Rancor, Dark Devotion, Agitation, Hex: Haunted Ground, Make your Choice, Blood Warden, Surge, Bitter Murmer, Fire Up, Deathbound, Franklin's Demise.

    I literally wrote down what I saw for 100 games and it didn't surprise me even one bit that I didn't see most perks in the game. In fact, a LOT of perks I wrote down as "used" were seen ONCE in all those games and I was giving more credit than one should.

    Perks are in a HORRIBLE spot. You can spend a day playing killer and tracking survivor perks at rank 1 and see no more than 10 perks used all day.

    Watch any killer stream and every single game they will mention the following perks "DS, BT, Unbreakable, Spine chill, DH, SB, Other Exhaustion perk." Watch any survivor stream and they'll talk about the following perks "BBQ, Pop, Infectious, Nurse's, Hex: Ruin, Hex: Noed, Sloppy." Every single game. Every game, 100% of games those perks are thought about because they are that pervasive while so many other perks are unused. Not underused, but completely unused.

    *I don't get this omnipresent hate towards the devs in this forum. It seems they can do nothing right, everthing that happens is blamed on them. Even bullshit talking points like you are using, which are no real issue or higjhly exagerated (imo). And all the things the get right are just totally ignored, or get spinned in the opposite direction. A recent example is the billy rework. The whole forum whining about that he was nerfed to much (which he was, to bo fair) and ADDITIONALY, thet BHVR will NEVER change anything after the PTB, bc the do not listen. Then they actually DO listen, tweak the heat mechanic, so its not as punishing, and then there's whining that the devs cater for killers. Like SERIOUSLY?*

    Again, in 2019 BHVR changed 31 perks. 31 perks isn't even the list of just killer or just survivor perks that are unused. Their work speaks for itself on this matter.

    As for the Billy nerfs, people are angry about that because they called it a "minor change" but it's a huge nerf and everyone that tried him on the PTB said it's a huge nerf. Then they backed off on a bit, despite large public desire for the changes to be dropped completely. So at the end of the day they ignore audience members from both killer and survivor sides that said they like Billy without the overheat and to change some op add-on combos. It's very expected that people are still upset about it because BHVR didn't listen to what people wanted. This is probably the only high tier killer that survivor mains like to play against and said they didn't want changed, but BHVR still pushed through with it. OFC they're going to get ######### for that.

    There will always be complaining, some justified, some unjustified. But fact is when I said 90% of perks are worthless, it is backed up by thousands of hours of streamers on Twitch. If you aren't watching someone play a build a viewer donated to them, or I guess a huge streamer messing around, you will not see most perks even once during that entire stream, or even during a full month of them streaming.

    OK, so you got some stats about usage, nice. But you use this usage percentage to rate a perks usefullness. Which is not suitable to prove your claim that 90% perks are worthless. All it does is showing which perks are picked more often, so this ones will be the meta perks. But just because a perk is not picked so often does not make it inherently bad. There are just other perks deemed better. This approach is suitable to prove thjat 10 % of the perks are meta and useful, but that does not automatically imply that the other 90% are not. And if the meta should really change someday, this effect likely would still be the same, that 20% of the perks are used in 80% of the matches (see Pareto principle).

    After Care for example is a really good perk, which will allow you to see at least one other survivor for the most part of the trail, without a max range. You just loose it again when hooked, but since you normally need another one to rescue you, you will see that one again. Only at the start, when you didn't heal or unhook someone, or when you unhok yourself, will you NOT have any benefit from it. Esp. when you see all three, it gives you so much information. Since the others see you as well, you can even try to contest gens when only two surfs are left. Sure it may not be needed with SWF, and bond or empathy may be better in general, but by no means I would rate this perk "worthless".

    Dance with me is great together with Q&Q or Lithe (or both). On it's own it's meh, but together with these others it allows you to escape chases really good, the killer thinking you just vanished. "But it doesn't work on its own!" Sure, but it's more or less the same for Unbreakable and DS. Unbreakable on its own is not so great, since normally you wouldn't be left on the ground. But the mere existance of DS gives you more possibilities to use it.

    So I ask you again, which perks are REALLY useless? Something like Up the Ante totally is. Red Herring or Diversion are really just for memes. And many other rarely used perks are really underwhelming. But thats far from 90% of all perks, I assure you! Many of the rarely used perks you need to utilize in a some way compared to the meta i-don't-need-to-do-anything-and-still-get-the-effect perks. It's not the fault of the perks, imo, but the laziness or lack of creativity with many survivor players. Together with the (skewed) view that DS or BT are strictly necessary bc of Campers / Tunnelers. Sure they exist, but I would argue that quite a few players enforce tunneling and camping bc of their playstyle, playing overly aggressive with DS or doing unhooks in the killers face bc of BT. They equip perks to help them in bad situations they are creating themselves bc of the equipped perks. A feedback loop, if you will. Sure, NOT ALL play this way. But it's really common to experience a person being unhooked just seconds after the hooking, and thats only possible bc of BT. It is not used to counter a camper at all, but to make bold (or idiotic) move.

  • @BeyondDisbelief said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475314#Comment_1475314

    1) Wait, soulguard? The super situational thing that never comes up in hundreds of matches because you have to

    a) Be dying b) Killer leaves you alone, slugged, c) Killer comes back within the ridiculously short time frame? The only situation where all 3 requirements will pick up is when the entire team bum rushes the basement in a suicide rescue run and I just can't see that happening beyond green ranks. In it's current state it may seem good on paper but it's practically useless.

    The suggested buff wouldn't really negate the fact you'd still rather remove the hex instead of keeping it on. You're just not going to have a full team of Soul Guard in a public match.

    2) Re: Blood Pact

    • Kindred works on everyone. Blood Pact only works with obsession. It's a minor enhancement suggestion just to make it more appealing.

    3) Re: Repressed Alliance

    • I admit I haven't gotten enough use out of this to know how this could possibly interact with those perks, but the intention here is strictly to prevent survivor trolling survivors. There is zero intention of any effect against killers. Can you elaborate why the suggestion changes the Survivor-Killer dynamic?

    4) Re: MoM

    Change the duration then. MoM is not only situational it rarely proc even when you specifically try to earn those 3 protection hits. The only time I successfully got it off was when the killer was very clearly just goofing around and both sides picked up to farm points. I have NEVER scored 3 protection hits in a normal match.

    5) It's meant to be taken in conjunction with the soul guard suggestion.

    6) Re: Flip-Flop

    Huh? Boil Over gives you additional wiggle PROGRESS. The suggestion makes you physically sway the killer's movement with limited steering. I will say its intended if you combine it with Boil Over to blind the killer from nearby hook auras to try to steer him away from looking at a nearby hook. It may be futile but that sense of control and ability to influence the outcome of a bad situation is a great feeling in a survival genre.

    Boil Over does NOT give you additional progress, it increases the wiggling effect, so the killer sways more.The only thing that can speed up the wiggle progress is breakout.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470030#Comment_1470030

    Thank you. In Hindsight I probably should have used "submerged" instead of "buried", but ah well.

    xD

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469532#Comment_1469532

    The short version is people are jerks who tend to accentuate the negative.

    I've seen the same thing. The devs so much as breathe and people go nuts with complaining. Makes it very hard to take that complaining seriously, since the sea of negativity drowns out any legitimate issues that might be buried in the vitriol.

    That was some really well-worded summary, thanks :)

  • @Throwaway123

    "The only reason BHVR doesn't do more balance changes is because they're unwilling to do so."

    "The devs spend more time getting hold of licenses and going through legal channels to add licensed stuff than they do making sure the balance of what they add is good, and that's the problem."

    Oh sorry, I did not recognize that you have ABSOLUTE KNOWLEDGE, and know everything that's going on at BHVR, so your judgement must be the ultimate right, my bad.

    "90% of perks are worthless and rightfully go completely ignored and unused."

    Thats complete bs. Yes there are weak perks, esp. the recent ones. You wrote in your last comment, in 100 games you wouldn't encoutner more than 30 different perks. I challenge you to actually do that and keep track of the used perks. There will be more, I'm certain of that. Of course not all are as good as the meta perks, but there are far more that you claim to be worthless which are actually quite decent. Why don't you list me the 10% perks you deem to be useful, and list you additional perks you missed?

    I don't get this omnipresent hate towards the devs in this forum. It seems they can do nothing right, everthing that happens is blamed on them. Even bullshit talking points like you are using, which are no real issue or higjhly exagerated (imo). And all the things the get right are just totally ignored, or get spinned in the opposite direction. A recent example is the billy rework. The whole forum whining about that he was nerfed to much (which he was, to bo fair) and ADDITIONALY, thet BHVR will NEVER change anything after the PTB, bc the do not listen. Then they actually DO listen, tweak the heat mechanic, so its not as punishing, and then there's whining that the devs cater for killers. Like SERIOUSLY??

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465061#Comment_1465061

    PT was nerfed. It doesn't do that anymore. Wiki must have not been updated.

    Quite the opposite, PT was slightly buffed when the efficiency malus for multiple survs working on a gen was increased (from 10% to 15%, if i'm correct), so that with two surviros you come out roughly at 100% (more like 99%). So when one surv needs 80 seconds for a gen, two survs with PT need a little more than 40 seconds.

    Edit: If FT would seriously no longer have this effect, which effect would be left then? Just the increases BP?

  • @tippy2k2 said:

    The only thing I don't like about BW is having someone ready to hook but the other survivors have 99ed the gates. Your idea helps against that but one of the big perks of BW is getting to see the survivors auras at the gate, which wouldn't happen if the switch is blocked (since they never enter the gate area).

    I kind of wish it would activate regardless of the gate status if you've hooked someone after the last gen (and have the gates start the 60 sec countdown when they're opened) but that would probably make BW too strong. It just sucks to have basically a dead perk slot all game that still doesn't get used because you caught a survivor far from the gates...

    I wouldn't say BW activating when the gate gets opened is to strong, it is one minute out of the two minute egc timer starting then. And you have even more time left when someone is downed or hooked. This solution would also pose some great surprise for 99 % door users, when survs open it bc the killer comes and realize then that they can't get out.

  • @Throwaway123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464163#Comment_1464163

    BHVR has over 600 employees listed, obviously not all work on DBD, but DBD is their cash cow and should be shown some favoritism.

    Other big multiplayer games DO have massive balance sweeps at least once a year, if not multiple times a year. BHVR made changes to a grand total of 31 perks in 2019, many of them winding up not being strong enough to compete with meta perks or being nerfs. There are over 150 perks and you're lucky to see 30 of them over the course of 100 games at red ranks.

    I have worked on game development before as QA and I know what needs to pass for compliance. This game as it is now has multiple class C level bugs that haven't been solved for months. It passes compliance at the same level that games like Skyrim do, sure it won't crash but you will see bugs every time you play. And you can't tell me you think the balance of this game is fine when maybe 30 total perks see the light of day in actual games, certain killers are straight trash compared to others and stand no chance vs good players, and some maps still have infinite loops such as possible house spawns at Lampkin and the house with the downstairs generator at Badham.

    I'm not talking out of my ass when I say BHVR could and should do more. They claim this game is casual so why the hell are they so unwilling to make big changes to try things out? The only reason is an unwillingness to do so, or a fundamental misunderstanding of the balance of the game and thinking things are perfect for some reason.

    And 600 employees is not a big number! Compare it to Riot with 2.4k or Blizzard with 4.5k. I also would argue that "massive balance sweeps" are much easier for games like LOL and Overwatch. These games are more or less symmetrical, multiple players on each side, with all champions / heroes roughly the same power level. If there's a character a bit behind in power, you can just buff him a bit and see how it goes. Even if you buff was a little to strong, since there are 10 or 12 players overall it balances itself out. With DBD, we have an asymetrical game, 4vs1, with different power levels. If you buff a killer to much, it will have a heavy impact on the survivor side, there's nothing to "regulate" that.

    Yes we may have got only a small number of changes. BUT we got SO MANY other stuff added to the game: New Killers, Survivors, Maps. Killer Reworks. Dedicated Servers, Rift and Archives, Charms. Sure not all as important for everyone. And currently they are working on the match making. And let's not forget, we also have the Corona pandemic impacting the business. They are doing a hell lot of stuff, implying they do nothing and chilling their n*ts and just milking their cash cow, thats just unfair and uncalled for.

  • @Throwaway123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461575#Comment_1461575

    I guess you enjoy a very stagnant set of 10 perks on both sides that are usable while over a hundred sit around completely unused. Perk changes have to be strong to even have a chance at replacing anything meta.

    And BHVR not changing things has nothing to do with my or anyone else's suggestions. It's their own laziness. I'm just showing that a random person would be able to at least offer possibilities that don't exist in the game as it is now while BHVR sits with their thumbs up their asses.

    If you have nothing constructive to say then go take yourself to another thread, your comment is as worthless as 90% of the perks in this game.

    Your posts and comments show astonishing arrogance and ignorance. You have obviously no clue about development, since you seem to demand the devs change perks on a daily basis. That's so outside of development reality, esp. with a rather small team like behaviour.

    You just pull some stupid effects out of you a** two times a day, totally ignoring game balance issues that would arise with this, and claiming you are so good for suggesting your junk, and bhvr is so lazy bc they did not update any perks in the mean time. Totally oblivious to the fact that patches need WEEKS to be implemented, tested and published.

    So add your suggestions as you like, maybe have a closer look at the balance, but for christ sake, remove this stupid disclaimer from your posts. It's just unrespectful, an invalid comparison and serves no purpose besides bragging like a douchebag.

  • Don't mindlessly trust informations in the DbD Wiki, it wouldn't be the first time it holds wrong information. But thinking about it, it might really affect knockout, since it works essentially the same as other aura perks, only the "area" of the perk is centered around a downed survivor, and not the one playing. I know empathy trumps it, I'm not new to the game, you know ;).

    I still think there's no requirement for a similar perk on the killer side. It would have only niche usability, do nothing on it's own, and given that there are so many better possible perks with an actual effect, it wouldn't be used outside of meme builds, imo.

  • @Nebula said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460169#Comment_1460169

    You can’t just expect everyone to play optimal, especially at lower ranks. People want to save their teammates as everyone knows that it’s extremely boring and frustrating to get facecamped. It’s way more fun in this game to play altruistically instead of simply holding a button and doing a gen.

    Thats still no reason to add a problematic mechanic to punish camping, when it can and will surely be exploited by survs against killers which do not even camp. That EXACTLY what happened in the mentioned PTB. Your reasoning goes both ways: Unexperienced killers would be punished way more heavily than experienced ones, would such a camping-punishment be implemented. Doing gens instead of feeding a camper is not even a highly sophosticated technique, so even new players should get that fast. If you are new and fall to a camper, learn from it and improve instead of demanding the devs to fix it for you ( it's not even broken),

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460149#Comment_1460149

    He stated he looked only a couple of times. If you have trouble locating survivors there’s plenty of tracking perks to use.

    Killers objective is to kill & protect gens

    Survivors objective is to survive & do gens

    When the killer chooses to protect gens & survivors choose to survive it makes a stalemate. Killers fear that the gens will get done if they leave the 3 gen & survivors know they’ll probably get killed if they attempt to complete a gen that’s being camped.

    What are survivors supposed to do in a 3 gen situation exactly? Jump into the killers arms?

    Split up and do gens separately, instead of shitting their pants somewhere in a bush, maybe? If they are at least three they can break it, esp when the killer does not commit to chases. And if they are only two, don't be d*ck and try to get the killer quit due to boredem, but man yourself and admit defeat. Sitting in a corner doing nothing serves no purpose whatsoever, you just waste the time for ALL remaining.

  • Adding two Jigsaw Boxes without changing tampered timer would be overkill, imo. RBT are meant to stall the game, not to get consistant head pops. So if you want to remove the increased timer with the Jigsaw Plan addon, you should seriously add it to the Sketch addon, otherwise it will be extremely unfair, esp. with a scummy pig player.

    The change with Amandas secret would incenitve chasing / interreupting trapped survivors, which shouldn't be enforced. Thats already a very unfun aspect of facing Amanda, since many killers play pig this way instead of relying on their traps for the stall potential.

    Otz made a very nice video explaining and rating the addons for every killer, maybe you could check it out (my link starts with pig):

    https://www.youtube.com/watch?v=nbCn3Tj_M74&t=12035s


  • @TheCsoliday said:

    So, killers don’t get mad, what if their was a solution to facecamping. If a killer is 8-10 meters away from you, your health bar should not go down (or just progresses down very slowly). Sort of like the mending effect, how if a killer is chasing or around you it doesn’t go down. I feel like this is a pretty neutral solution to it and it evens out its sides!

    If anybody wants to add on or change some of this up, go ahead! This is just a possible solution and can be played with a little bit to see what the best potential use of this fix on facecamping could be!

    Exactly that suggestion was already tried in a ptb, and it was abused HEAVILY by coordinated survivors. So bad that the devs promised that they will NEVER try to add such cmaping punishments EVER again. Try to think about how bad the situation must have been, when the devs totally double down on their idea and never want to try something similar ever again!

    Face Camping is strategy. A bad and lazy one, which will not help you at all against a good survivor team, but still a strategy. Just accept or tolerate that it's a part of the game. Rush them gens and leave, don't feed the camper with trying for a save, that usually backfires and confirms the campers actions. Make it as boring as it can be for the camper, so he finally may change his playstyle. I see no other way than this.

  • @Customapple0 said:

    I assume you are literally just sitting by the 3 gens? Why not go out and find the survivors, commit to a chase and down them?

    You are just as bad as the survivors for holding the game hostage if that’s the case.

    Your assumption is wrong, OP stated that he searched the map as well. Blaming the OP for the situation is really uncalled for.

  • @PayneKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460099#Comment_1460099

    I thought it would be great with the new knock out since ace's perk "open handed" increases the effect from 16 meters to 24 meters(a.k.a counter to knock out) , so the killer aura increasing perk would make knock out 8 meters

    I highly doubt that Open Handed has any effect on Knock Out, since Open Handed applies to survivor perks, not killer perks.

    A similar perk for killers would not be constistant. With BBQ or Knockout, you would want a shorter range. With Nurses, Deerstalker, Hangsmans, you would want a larger range. I think a perk which increases the time the aura is shown would be more useful (but still not apllicable for some, e.g. Nurses)

    But nonetheless, such a "helper" perk which doesn't do something on its own is probably a bad idea for a killer perk. It is so much more important for killers to equip the right perks, and such a perk would effectievly sacrifice one slot for slightly better aura reading perks. You could use threee aura reading perks to get the most out of your helper perk. But then you wold lack perks for gen control and finishing chases. So as long as the aura-increasing perk does not have a powerful effect on it's own, I would rate it's usefulness on par with monstrous shrine, aka totally useless and garbage.

  • @Rey_512 said:

    Choosing when and where to block windows is way too strong. Why would Bamboozle even exist?

    Bambozzle is unlimited use, Cruel Limits would be capped at 5 uses, and that only when gens are done. A triggerable Cruel Limits would allow you to end the current chase quickly, but likely no more than that. If there were more then one surv. in the affected area, the others would run out of it while you are distracted with another. At least for M1 killers. With inst-down killers is could be more devastating. Maybe downing a survivor in the affected area should disable the effect, or at least shaves of some of the remainign seconds.

  • I can confirm that they DO WORK. But, there's also a bug currently, which prevents a selected offering to be used when switching characters. So if you had the cake already selected and then switched to the character, the cake will not be consumed and you don't get the additional BP.

  • @DrFrozen said:

    The Nurse is actually strong killer, but she depends on recharge addons. They could remain Nurse without cooldown. She hasn't needed changes on her power, only on addons which were really disguisting. I know, you need a lot of practice to play very good as the Nurse but the Spirit is so much stronger. Including her power and skill required skills to play her very well, she's so much stronger than Sally Smithson without addons. Also, some addons do nothing or make game harder. That's my opinion how the Nurse could be reworked with maximum amount of 3 blinks and no cooldown on her power. Write a comment if you would like to express your opinion or additional changes. Before we start, I want to say that it's only my suggestion about her addons. She doesn't need bonus Chain Blink addons, but cooldown on her power should be removed.

    Her base stats will remain the same as now. Movement speed of 96.25% or 3.85m/s, no cooldown on power, 2 seconds fatigue baseline and +0.5s additional fatigue time per chain blink, +1 second when the Nurse misses her attack. Chain blink widnow duration equals 1.5 seconds and her blink movement speed remains 333% or 13.33 m/s.

    Now let's talk about the addons. They will be so much weaker than before because the Nurse won't rely on them anymore and they'll change the game by slightly.

    COMMON ADDONS:

    Wooden Horse: Moderately increases the Chain Blink window duration by 10% or 0.15 seconds

    Plaid Flannel: Allows The Nurse to see Blink Target Locations.

    Metal Spoon: Slightly decreases blink charge time by 10% or 0.2 seconds.

    White Nit Comb: Slightly increases the movement speed of your Blink by 7% up to 340% or 13.6 m/s.

    UNCOMMON ADDONS:

     Pocket Watch: Slightly increases the maximum range of the Chain Blink by 1 meter.

    Dull Bracelet: When post-blink attacked slightly reduces the action speed until healed by 2.5%

    Dark Cinture: Moderately decreases blink charge time by 15% or 0.3 seconds.

    Catatonic Boy's Treasure: Slightly increases the maximum Blink range and charge time by 10% or 2 meters and 0.2 seconds.

    Bad Man Keepsake: Removes Nurse's ability to use Chain Blink. Blink has 3 seconds cooldown. Increases Nurse's base movement speed up to 4.2 m/s or 105%.

    Rare addons:

    Spasmodic Breath: Moderately increases Blink movement speed by 10% up to 343% or 13.72 m/s

    Heavy Panting: Moderately increases the maximum Blink range and charge time by 15% or 3 meters and 0.3 seconds.

    Fragile Wheeze: Considerably decreases blink charge time by 20% or 0.4 seconds

    Ataxic Respiration: Considerably decreases the fatigue duration by 13%.

    Anxious Gasp: Slightly increases the maximum Blink range by 10% or 2 meters.

    VERY RARE ADDONS:

    Kavanagh's Last Breath: Consierably increases maximum range of the Blink by 20% or 4 meters.

    Jenner's Last Breath: Post-blink attacks applies Exhausted status effect for 1 second. It has 15 seconds cooldown.

    "Bad Man's" Last Breath: Considerably increases Chain Blink maximum range by 25% or 3 meters. Moderately increases bonus chain blink fatigue time by 30%

    Campbell's Last Breath: Considerably increases Blink movement speed by 17% up to 350% or 14 m/s

    ultra rare addons

    Matchbox: Adds 1 additional chain blink. Tremendously decreases blink movement speed by 83% down to 250% or 10 m/s.

    Torn Bookmark: The Nurse can no longer see survivors while charging her blink and blinking, but she can see the scratchmarks. Tremendously increases Blink movement speed by 83% up to 416% or 16.64 m/s.

    Personally, I think these changes are very interesting especially with Torn Bookmark. The Nurse can again become the strongest killer in the game while playing correctly and she won't depend on recharge addons. Someone can tell that 3 blinks will be a little bit OP but you still can outplay this Nurse even with 3 blinks. When she takes additional blink, she'll get nerfs on her ability.

    Do you agree or disagree with these changes ? Write in comments your opinion! You can also write your balance of these addons in the comments section! Also if you want, vote up this article! Thanks!

    Please first read the motivation why the range addons were reworked in the first place. To summarize it, max range adjustemnts should alwasy change the charge time as well, to not interfere with muscle memory of the player. You added quite some addons which violate this principle, namely plain charge time reduction addons and some max range addons wihtout macthing charge timne adjustement:

    Metal Spoon, Dark Cinturre, Fragile Wheeze: Plain Charge time decrease without range adjustments interferes with muscle memory. Since the max range would have to be reduced to make it consistent, which would hurt the player using it, the effects should be changed entirely.

    Pocket Watch: Increasing max range without changing charge time. It is only for chain blinks, but still. Furthermore, chain blink range is limited by the chain blink window, so if you want to increase that, increase the window. Applies to Bad Mans Last Breath as well (where the increased charge time is present).

    Kavanaghs Last Breath, Anxious Gasp: Miss the charge time increase, other addons with similar effect have it. Might be an error, but should be added here as well.


    About Jenner Last Breath, I feel one second exhaustion is to short. IT would allow a survivor to wait that out instanlty because Nurse gets into Fatigue. I think 5 secs would be more reasonable.

  • @DBD_Noobinoob said:

    I know there are many posts about "unfair" survivor / killer perks, addons, abilities around here, and I don't want this post to be one of those. I'm not whining, I wanna know what ya'll think about that, and instead of being flamed for my post being toxic / me being entitled, I'd be happy about advices for how to play against that. 

    I'm talking about Michael's red addon. I think it is too strong, because I think it is impossible for Michael to lose a game when he plays that perk. Nothing's stopping him. I am aware that playing stealth would be a good idea, also to spread out a little, but since gens HAVE to be done, he WILL find survivors sooner or later. Combined with his lunge attack, I think this is impossible to beat for survivors. 

    Michael is one of my 3 main killers, but I have never played this addon and don't plan to do so. This is NOT about survs vs killers, so please don't hijack my thread for that stupid war. I just want to know if ya'll agree or not, and if you have some good strategy to at least have a chance against that? I've faced 3 Michaels using it today and it's really frustrating to feel like we haven't the slightest chance.

    Like the previous commentor wrote, don't feed him intentionally. Using this addon makes it so much longer for him to reach tier 3, so you should be able to finish 4 or 5 gens until he reaches it. You'll realize he's taking very long to tier up.

    So when he stalks you, run away using sight blockers whenever possible, he is slowed drastically when stalking, so use that to gain distance. His stalk rate also reduces with the distance, so try to keep him far away. Keep on running until you are 100% sure he left you. Don't camp pallets for getting stuns, keep them for when he really got to tier 3, you will need them. You could even jump in a locker intentionally, so he has to pick you up and cannot stalk further. But that you should only do when you are certain he has one or both red addons and he hasn't stalked you at all yet.

    It is really not that difficult to deny him his infinite EW3 for the most part of the trail, given that all survs try their best to avoid being stalked as much as possible and do gens fast. If he pops his infinite EW3 and you still have 3 gens to do, then gg, you are likely all dead, if the Michael plays it right.

  • @calem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450020#Comment_1450020

    I agree with most of what you said. Just two things:

    "Don't the two sentences contradict themself? If the Freddy chases and downs someone else, you don't need your BT for save"

    While that is true, most people play solo. Meaning, I have no idea whether he's chasing someone else or not. I have no idea if I should be going for the save. If I am on one side of the map, and my hooked teammate is on the other, it's usually beneficial for me to stay on a gen and let a teammate unhook them. But, oh wait, someone else just got downed, and now I know to go help.

    "He could play with ruin and surveillance alone, no slowdown addons, no Thana, no dying light, so your repair speed is unaffected. But still totally deny your progress. Is that Forever Freddy as well?"

    No that isn't Forever Freddy, but you aren't even talking about what I said. No Freddy solely uses Ruin and Surveillance. Forever Freddy players almost always use BBQ/Ruin/Pop/Thana or something similar to that. So bringing up this issue of Ruin/Surveillance has nothing to do with what I am talking about: The fact that 90% of people abuse his slow-down add-ons along with that build for an extremely long and boring game.

    Sure, when playing solo you lack much information. Thats why I like to take kindred with me, it allows me to make better decisions when to unhook and when not. I can agree that a Freddy with BT Counter makes it a little bit more difficult, but I think the underlying issue there is the lack of information which prevents you from making the right decisions. The situation you describe (one hanging and one down, with you far away and no clue where to forth is) would be bad against any killer, the countered BT just comes on top for Freddy, imo.

    I agree that a real Forever Freddy is annoying, but I'm not buying the claim that 90% play this way. I rarely face a Freddy to begin with (red-purple rank), and when I do, it's usually quite a normal build. Sure there's Pop, but since it's the best perk for Freddy that one should always be expected. But I cannot even remember the last time I faced a Freddy playing with two slowdown addons. Thana and Sloppy was used, but since I like to heal with Inner Strength, that wasn't an issue.

    I'm under the impression the whole "Boring Forever Freddy Build" thing is just massively overblown. Players confirming themselves due to sef-fullfilling prophecies and their mindset when facing him. They see its a Freddy who uses Thana, maybe one slow down addon, so it must be Forever Freddy. Since they are totally convinced this is boring, they are not trying properly, making the game as boring as expected.

    I'm not denying that Forever Freddy Build exist, nor that it can be frustrating to go against it. But I can see the possibility that players jumping on conclusions when facing Freddy, convincing themselve they faced yet another Forever Freddy, when in reality it was just a pretty normal build with a notorius gen regression perk in it. I would argue that at least 50% of the Forever Freddy complaints were skewed that way. But we will never know for sure, thats just my impression.

  • @calem

    "Because the alarm clocks are on the other side of map usually."

    As if there are no other ways to wake up. Also, if the hooked surv. is accross the map, the chances are good you can pick your clock up on the way.

    "Gotta waste a good minute if we want to wake up for a BT save. And by that time, someone else has been downed and is on hook."

    Don't the two sentences contradict themself? If the Freddy chases and downs someone else, you don't need your BT for save (if the other idoes not play dumb, that is). Why do you even WANT a BT safe? I would think playing safely should always be the top priority. Bc when you required BT for the safe there is a good chance that you go down yourself, thus playing in the hands of the killer.

    "Also, you realise the oblivious status effect is what causes BT to not wok right?"

    I know that.

    "So you wanting to remove that would mean BT could be used for hook-bombing?"

    No, I did not say that, you gotta read more carefully. I wrote "I wouldn't mind seeing it removed", thats a whole different thing than "I want it removed". The current situation prevents hook bombing more effectively, but makes Freddy vulnerable to OoO. Without the Oblivious, hook bombing must be dealt with as every other killer (which is manageable mostly, also I usually don't punish the unhooked one for blunt unhooks, but the unhooker, so BT is not so much an issue for me in this case), but he wouldn't be countered by OoO anymore. I can live with both, but would prefer the second scenario, bc OoO annoys me far more than hook bombing.

    "About his add-ons: I'm sure the devs had good intentions with the slow down ones. The problem is, 90% of players who use them are using them for Forever Freddy. Slow down add-ons, starting in dream world, then Ruin and PGTW on top of that. Maybe Thana too. It's hands down the most boring thing I've ever encountered in this game. No one likes holding M1 on gens in general, let alone for a good 2 minutes for a single gen.

    I think there is a misconception about the impact of the slowdown addons. The annoyance of the slowdown builds for Freddy originates form the used perks and his superior ability to control gens. He could play with ruin and surveillance alone, no slowdown addons, no Thana, no dying light, so your repair speed is unaffected. But still totally deny your progress. Is that Forever Freddy as well?

    The two minute gen might be exaggerated, from 80s to 120s would be a slowdown of 33%. That might be reachable, but would required many Dying Light stacks. If it has come this far, you are likely to lose anyway.

    I find it most boring to face a killer I'm feeling helpless against. Like facing a god nurse. That's super boring for me, since it totally doesn't matter what I do, she will slaughter me. Against Freddy there's at least a chase involved, even with snares. Against such a god-tier nurse, it's hide or die. And both is super boring.

  • @ClickyClicky said:

    Spirit isnt so bad I just hate all the rampant tunneling bad spirits do. They hook a survivor, walk away and then phase walk back for the tunnel. This is the go-to strategy of most Spirits.

    Freddy needs to lose oblivious. He doesnt need it and he shouldnt have a free counter to borrowed time. He also shouldnt have slow down add ons, free slowdown without doing anything.

    Deathslinger just needs to be deleted.

    I honestly don't get why it's such a great issue that he can counter BT. Whats so diificult about waking up first and then sneaking to rescue? God forbid there is a killer that denies brain-dead hook rushing with BT. Sure if the Freddy camps it sucks, but it sucks the same with every other camping killer. But apart from that, I wouldn't mind dream world no longer applying oblivious (it is not Freddy who "needs to lose" it, technically, since the survs get the effect applied). Because then he wouldn't be so vulnerable to OoO, which is the most stupid thing to encounter as Freddy.

    I like his slow down addons, not because of "forever freddy" (a total bullshit term imo since slowdown was reduced drastically, but whatever), but because it allows me to play around with niche perk builds instead of having to rely on some gen regression perks. Currently i'm memeing around with Nemesis, Furtive Chase and Make your Choice, a really nasty combo for downing the unhooker fast without him knowing you are coming (bc of nemesis / furtive chase).

  • @PokemonGOPlayer said:

    I have no clue on how you can't get a simple joke, you transformed my joke post into a bait post without my knowledge.

    I don't get how you can take seriously a post that suggests the Metro Golden Mayers thing, the RBTs activating on Totems, complaining about the mask add-on for the love of God.

    I am kind of a Pig main and I was just making a joke, a JOKE. I wanted to make you laugh, not angry. I had the most stupid suggestions that I could think of to make it funny but not blatantly trolly. Because that would kill the comedy in it in my opinion, just like a "/S" at the end.

    I wrote it this moring in 15 minutes, victim of my own anxiety due to a medical appointment I had later. I needed some kind of distraction and I had the ideas for this kind of joke-post.

    I'm sorry if I made you felt insulted or disrespected, it was meant to be a simple obvious joke, taking the piss on all the complaints there have been recently and on all the misuses of words like "to react" or "counterplay" I've read. Not a bait attempt.

    It's not a Billy post, I couldn't care less about Billy, but you made me realize I should've added something like a cooldown on the Ambush Attack, something like "her throat gets too dry after an ambush so she needs to grab a water bottle in a locker" just to make it more obvious.

    I'm especially sorry for the Scorpionz part because I think it was a bad decision to use his name in my joke. I don't know.

    Have a nice day and, again, I'm sorry.

    I was taking you seriously too (although utterly bewildered) until I got to the Metro Golden Mayers suggestion, where I thought: Ok, thats gotta be a troll. You really made it sound so believable, it seemed deadly serious. Seeing how most other commentors have taken it serious as well, I guess your troll / joke paid off nicely, sort of xD.

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