Avatar

Coffeecrashing

Coffeecrashing

About

Username
Coffeecrashing
Joined
Visits
0
Last Active
—

Comments

  • @WeenieDog said:

    I feel like most of the builds rely on stake out and wesker's big TR. By itself, eh... imo. I feel like you're better off using other perks that give more consistent value.

    Most of the builds rely on the commodious toolbox with the extra charges addons. Toolboxes increase the skill check rate from 8% to 40%, which is huge.

    Then you combine that with built to last and streetwise for even more toolbox duration, and then stake out can be used to erase mistakes.

    TD;LR toolboxes make hyperfocus OP broken way more than stake out does. But both of these things need to be looked at, because they are making hyperfocus way better than intended.

  • @dugman said:

    Killer diversity isn’t actually that bad. When you look at killer pick rates even the most popular ones only get picked one in eight matches or so.

    Of course that’s the overall numbers, the could be more of diversity gap at very high MMR. It would be interesting to see a graph similar to the perk usage graphs the devs released except replace perk usage lines with killer usage lines. (So y axis is the percentage use, x axis is the MMR, the lines are the individual killers and the thickness of the lines at the intersections is how many players are at that point on that line.)

    Killer diversity at high MMR is terrible. I get thrown in with a lot of survivor bully squads, and I don't think most of the killer roster has a decent chance of getting at least a 2k against them. I honestly feel like I'm stuck playing the same few killers every game, because of coordinated SWFs on voice communication.

  • @randonly said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165163#Comment_3165163

    I care because like CoH, Parental Guidance, blast mine, and now ressurance, these all had the robustness of being viable and helping all types of players, and the devs' reaction was to either randomly nerf perks that weren't even relevant or just listen part of the feedback from a portion of the community and "tweaking" the game the easy way, which is balancing to lessen the effectiveness of things for SWF.

    And since there are few perks that avoid face-camp (2 in the whole game that are pure band-aids from game design errors), if you nerf what already has restricted use for SWF, the perk will have 0% pick -rate

    BHVR is supposed to be bridging the gap between solo q and SWF. Making a perk that makes the gap even wider should be corrected.

    It would be great if someone from BHVR could chime in, and tell us if it's intended for this perk to work through floors.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165152#Comment_3165152

    Because 6m is a safe number, knowing BHVR they likely knew the perk would be a v popular pick and as such wanted to make it not as easy to use as something like Kinship.

    btw you know Darkness Revealed shows auras of survivors within 8m of any locker

    Which means you could be above or below a locker but the perk will still reveal you? That's what you're complaining about it. It's how all perks work. Third time I'm reiterating this point

    I'm complaining that a perk, that was designed to be a risk to the survivor, is having its risk circumvented by safely activating it on a different floor.

  • @randonly said:

    Enough the unnecessary nerf that destroyed the perk's solidity, now you want to change specifically how the effectiveness radius of this perk works? (already a niche meme perk only for swfs)

    Ps: The nerf had the sole purpose of preventing take the game hostage, but instead of ruining the perk activating once per hook, it was enough to not make the skillchecks disappear, and when survivor miss 2 in a row, the survivor dies anyway.

    If this is really a "niche meme perk only for swfs" then why would you care if it got nerfed again? Nerfing SWFs should be a good thing, right?

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165143#Comment_3165143

    There's nothing pedantic my guy, I'm using what the perk says

    The perk is there to let you give your teammates more time on a hook.

    It says nothing about making yourself a target.

    Sure it's reasonable to say once a Killer realises the perk has been used that they go for someone else but the perk doesn't make them do that. Like I said, an actual facecamping killer is gonna keep facecamping whether it takes 60s or 90s for that person to die

    Also again I'm gonna reiterate the perk is working as intended, all 'range' based things go through walls. Survivor Perks, Killer perks, Powers.

    Why do you think the range is only 6 meters? Why do you think BHVR avoided making the range something much larger like 16 meters?

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165130#Comment_3165130

    The perk can be used to punish facecamping

    But the perk itself is there to let you enable a teammate to hang on the hook longer. That has more applications other than just punishing purely facecamping.

    If the perk was truly to punish facecamping, it would idk be infinite until the killer leaves the area or something. A killer facecamping someone is gonna keep facecamping them whether it takes 60s or 90.

    Just so we can all be completely pedantic on top of being completely pedantic........


    The whole point of the perk is to give a NEGATIVE MOTIVATION for facecamping and give the killer a new target at the same time, so the perk is both a NEGATIVE MOTIVATION for facecamping and a POSITIVE MOTIVATION to DO SOMETHING OTHER THAN facecamping.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165107#Comment_3165107

    Avoiding a punishment isn't the most effective form of motivation, but it is a form of motivation nonetheless.

    You see Reassurance proc, go find someone. You shouldn't also need a carrot dangled right in front of your nose.

    Just so we can all be completely pedantic........


    The whole point of the perk is to punish facecamping and give the killer a new target at the same time, so the perk is both a punishment and a POSITIVE MOTIVATION to stop facecamping.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165080#Comment_3165080

    The motivation is that if you don't stop camping, you're gonna lose gens. Where it is triggered from doesn't change that a whole lot.

    That's not a positive motivation. It's just a lack of punishment.

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165068#Comment_3165068

    It’s a super altruistic perk the whole point of it is to stop someone from dying certain maps require you to use it below or above like RPD it’s hard to get to other survivors on a lot of these maps why you whining about reassurance when hyper focus exists lol

    The whole point of the perk is to punish facecamping and give the killer a new target at the same time, so the perk is both a punishment and a motivation to stop facecamping. You want to bypass the motivation part of the part, and just make it a punishment for the killer.

  • @ElleGreen said:

    all these people making fun of you lol it’s already super weak how hard you camping my guy

    If people really did feel like the perk was "super weak", then they wouldn't care if the unintended part of the perk got fixed.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164362#Comment_3164362

    Well entity based it on both kills and hooks. Well if bhvr considers only kills to be win they should change then how entity feels. I have gotten entity hungers while 3-4K and it feels pretty ridicious I though I won but then depip...

    I don’t care at all about the emblems or the entity anymore. BHVR says the win condition is killing, so killers should try to get as many kills as possible.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164068#Comment_3164068

    Killer objective is to get as many hooks possible if you bleed all survivors on ground get the 4K but as result you will get entity hungers you failed objective which is to please entity. Also moring everyone with tombstone also result in entity hungers. 3K is already enough for killer objective to get ruthless killer even in lower ranks merciless killer. Which pleases the entity. 4th kill is only plus not required. Survivors objective is to escape and hiding is valid stragedy for last survivor to achieve that if killer keeps second last slugged. Doing gens in that situatuon is not usually realistic option to achieve escape.

    BHVR said the win condition for killers is based off of kills, so the number of hooks is meaningless, and the entity’s feelings are meaningless.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164134#Comment_3164134

    You can prevent that by quickly checking the corners quickly before going back. A survivor cant leave scratchmarks, so they are forced to walk, and the gate is often within walking distance.

    Let alone that in many, many, MANY cases, you have 1 vantage point on maps that allows you vision on both exit gates and thus make that escape impossible, even if the survivor runs both Wake Up and Sole Survivor.

    With that in mind, what is the exact issue here? That a survivor can escape by outsmarting the killer, and that is somehow a bad thing? A killer can prevent a survivor from escaping by standing still on 1 location and see both exit gates. A killer can prevent a survivor from escaping through slugging for a 4k. A killer can guarantee 1k, especially if they have access to instadowns. So why shouldnt survivors be able to guarantee an escape if they play it smart?

    The problem is people are complaining about killers slugging for the 4k, when it’s the optimal strategy to maximize the killer’s MMR. If the exit gates are too far apart to patrol, it’s better to let the survivor get hatch, then it is to risk them escaping through a gate. And yes, the gates are too far apart way more often than you think.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164069#Comment_3164069

    Gates are never too far apart. RPD used to have this issue. Big note on used to.

    https://forum.deadbydaylight.com/en/discussion/comment/3164077#Comment_3164077

    Then camping and tunneling should be removed as it rewards failure, or slugging for the 4k, as that rewards failure.

    https://forum.deadbydaylight.com/en/discussion/comment/3164080#Comment_3164080

    Oh yeah, but especially in red ranks, you would need to slug in a 2v1 to get enough emblems to get the double pip for adept. That is kinda the issue. You can have a good game of 10 minutes, kill 3 survivors and 1 escaping through hatch and you'd still not get the killer adept. While you could have a game of 8 minutes, kill 2 survivors, slug the 3rd one and then scour the map for the 4th to get the adept.

    Gates are sometimes too far apart, especially if the survivor tries to 24% the gate, hide, then finish the gate. And the survivor might have something like Wake Up or Sole Survivor to open the exit gates faster.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164042#Comment_3164042

    Doesnt really follow any logic there. Here are ways that the killer gains MMR:

    Mori's, Devour Hope, Bleedout, Sacrificing.

    Here are the ways that survivors gain MMR:

    Escaping through the gate

    The killer can easily patrol between the 2 gates before the survivor is able to open it up, and thus they can prevent the survivor from escaping even after the hatch is closed. A survivor escaping through the gate should always earn them MMR

    Sometimes the gates are too far apart to patrol. The last survivor in the game should always be worth 0 points, to encourage the game to end sooner.

    Slugging for the 4k gives the killer an opportunity to gain more MMR, so it’s the best game decision if they don’t know where the last survivor is. If the last survivor was worth 0 MMR points, then I wouldn’t care what happens to the last survivor.

  • If a survivor escapes through a gate, when all the generators haven’t been done yet, it should be worth 0 MMR points for the killer and survivor.

    BHVR needs to stop the scenario where the killer is punished if they close the hatch and then the survivor escapes through a gate.

  • @Pyrosorc said:

    Just an observation I've had. Sometimes the perk does nothing - it's the right time to save, so you just do it. Sometimes it comes in clutch - you run to unhook but the killer sees you and chases you there, so you give them a flyby F and its someone else's problem in 30 seconds time.

    But when the killer is proxy camping, you're stealthing nearby and you can't safely unhook, it's pretty tempting to use reassurance. It seems what it's made for - stick 30 seconds on that timer to get a chance to see if the killer wanders of elsewhere and you can get a safer unhook.

    They won't though. A killer already in that proxy-camp mindset will see that white glow around his victim and KNOW there's someone else nearby. From there it isn't a proxy camp anymore - mr killer is hugging that look like he can smell you on that white glow.

    That is exactly what I would do if someone snuck up to the hook and used reassurance. The whole point of that perk having a very short range is that it’s supposed to punish face camping, and give the killer a different target to chase at the same time, so that the perk is both a punishment for face camping and a motivation to leave the hook.

    If a killer sees a survivor glowing white, because doesn’t see any other survivors, then the killer has zero reason to believe the other survivor left the area. It is much more likely the other survivor is still hiding nearby, waiting for the killer to leave.

  • @Sumnox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161576#Comment_3161576

    Nonsense. It should be effective at what it's supposed to do. That's why we're asking to buff its range and duration to at least 60 seconds. As it is, it is completely pointless and unusable.

    It was specifically designed to punish killers that are face camping so badly that they won’t move when another survivor is 6 meters from the hook.

    BHVR never said they were getting rid of proxy camping, which is what you want the perk to do.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161680#Comment_3161680

    I've noticed this in the couple games I played with him. In 3 games was blessed with the game twice and RPD the 3rd. Every time a survivor dropped a pallet and I rushed to vault it I just stopped in my tracks. If I did the 2nd dash I would vault it but I really couldn't figure out the why's of what was going on.

    And I’m not sure what is happening with dash vaulting at an angle. Sometimes it works, sometimes he just stops and I’m not sure if his collision box touched the wall 0.001 mm away from the vault, and caused he to get stuck? And I’m not sure why dash vault hits like to fizzle at an angle even if it’s an angle he can dash vault at?

    I’m so used to Blight, and the angles at which Blight can dash break pallets, that I’m totally expecting for Wesker to be able to dash vault and dash vault hit at the angles Blight can dash break pallets. I’m also expecting for Wesker to be able to dash vault a pallet immediately after a survivor is done interacting with it, just like how Blight can dash break a pallet immediately after a survivor is done interacting with it. It feels bad when when Wesker’s power just fizzles, and I tell myself “this would have worked if I was playing Blight”

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161625#Comment_3161625

    We have some very different experiences with Wesker. With that said. Only thing I agree on there. Is his hitbox needs to be a little more forgiving. They did nerf it a little too much.

    I’ve watched multiple streamers also have issues with windows and pallets. Sometimes Wesker will dash to a window or pallet….. then decide to just stop moving and go into dash cooldown.

    Sometimes it’s because a survivor vaulted a pallet, and Wesker tries the vault the pallet too, and the game decides he just can’t, maybe because the game still thinks the survivor is still vaulting the pallet even though the survivor clearly isn’t? Sometimes a survivor drops a pallet, and Wesker tries to vault it soon afterwards, and that fizzles too. Sometimes Wesker dashes to a window, at an angle, that a survivor just vaulted, and that fizzles too, because the window dash wants Wesker to dash directly toward the window in order to give a window dash hit?

    TD;LR the game probably has code written for scenarios where a survivor recently interacted with a window or pallet, that is used for the special dash hits (e.g. dash hitting a survivor that is in the middle of vaulting a pallet), and this code is garbage at figuring out when the survivor isn’t interacting with the window or pallet anymore, and therefore it can fizzle Wesker’s power if he tries to interact with a window or pallet that a survivor recently interacted with (but is no longer interacting with).

  • Wesker is a garbage ripoff of Blight. Wesker has terrible sustained map traversal speed, garbage dash hit boxes that miss even when it looks like Wesker’s shoulder is hitting a survior, and his power still isn’t reliable at windows and pallets.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3161210#Comment_3161210

    Okay I'm kinda sick of people calling him an m1 killer. The fact that he can damage or even instadown with his power instantly makes him NOT an m1 killer

    His M2 power is a buggy garbage mess. He’s often better off just being an M1 killer for hits.

  • 1) Wesker's slam hitbox is way too narrow, and I've watched streamers miss hits where Wesker was pretty much shoulder checking the survivor. This also means that the length of the 2nd dash often doesn't matter, because survivors can micro dodge the 2nd dash if you try using it anywhere near max range.

    2) Wesker's power still sometimes messes up on vaults and pallets, where sometimes Wesker's uses his power towards a vault or pallet, and he neither hits the survivor or vaults. The power just stops, then he has to go through a long cooldown before he can vault or break the pallet. Pallet hits are extra buggy if Wesker is dashing at an angle.

    3) It feels bad when Wesker throws someone and they take zero damage, because Wesker sometimes can't line himself up so the throw connects with something if the survivor is running towards an open area.

    4) Giving survivors yet another perk that can remove 100% grunts of pain also feels bad. Why is this allowed, and by so many perks? And why can't stridor counter this, at least partially?

  • This game being pay to win can differ from person to person. If a specific player's best killer is licensed, then it doesn't matter if Blight and Nurse have a higher game potential, because that specific player's best killer can only be bought with cash.

    Example, if a specific player would have the highest win rate with Nemesis, then the game is pay to win for them.

  • @Blackboar22 said:

    It could be used to hold the game hostage and now it can still be used to completely counter facecamping, any of u survivor mains out there, get to high mmr killer and try facecamping at 5gens, it doesnt really work that well. (last part was for people saying facecamping is to op). the perk is still strong against facecamping.

    It's awful because it's yet another survivor perk that got nerfed because of SWFs with voice communication, but BHVR still won't do anything to balance all the extra game advantages SWFs get when they use voice communication.

  • @danielmaster87 said:

    The devs have to do something. They can't keep being held back from making good perks just because Nurse exists, but they also can't nerf her in a big way or we'll be left with 1 viable killer instead of 2. They need to make her blink attacks special attacks or something. It's probably better to not rework her like Freddy, because the devs take forever to do stuff like that and use it an excuse not to focus on anything else that needs addressing/updating.

    Or, after some deliberation, maybe the devs should just allow certain perks to be strong on certain killers. But that has to be the consistent standard or it won't work. I hate going against Starstruck Nurse, even though it's rare for me, but I just gotta get over it and deal with it. I expect people to deal with Stridor Spirit, so I might as well stick to that mentality. The devs should never have nerfed Deathslinger's terror radius just because it could be combo'd with M&A. That was the dumbest. It and the Iron Will trumping Stridor thing are the best examples of the devs saying no to the idea of killers specializing in using certain perks. "Don't make smart builds!" As opposed to what? Running 4 gen defence perks every time? That's the result they're creating by taking away these perk-killer interactions. These are niche perks. Let them be good on certain killers. It will be fine.

    I’m sure the devs are held back from making good survivor perks because of SWFs with voice communication. Should we nerf that too?

    Reassurance would have been fine for solo q, because one person couldn’t keep it going non stop, which meant the hooked person could have let go on hook in the 10 seconds the perk wasn’t active. It was only broken for SWFs with voice communication, because they could coordinate the perk going non stop, and could have prevented the survivor from letting go on hook.

  • @LittilAvindar said:

    So now that the new patch notes have been released, it appears that I was correct in assuming the perk would get a pretty hefty nerf. BHVR says the reason for the change is because "this could have been abused to keep the hooked Survivor permanently on the hook, preventing them from being sacrificed against their will." Let's be real for a sec. If that was actually the reason, BHVR could have implemented a means for the hooked survivor to voluntarily deactivate the perk.

    The real reason for the change seems to be that killers were upset that it interfered with their ability to camp hooks, sort of like the reason Awakened Awareness was nerfed purely because it hindered Nurse players. At the end of the day, killers should not be encouraged to camp hooks. If they want to, perks like Reassurance were supposed to punish them. Apparently having an anti-hook camp perk is a no-go. If you saw the changes they made to unhooked survivors too, you'd also notice that once again, they didn't take steps to actually resolve the issue of tunneling, just to enable survivors the ability to move a bit further and not touch anything.

    Thoughts? Was this entirely expected? Do you believe their reason for the nerfs?

    If we really want to be real for a second, BHVR could have kept the perk exactly the same, but have given the hooked survivor the easiest skill checks for the entire duration, so the hooked survivor had the option to let go on hook, and have the easiest skill checks to ensure they could stay in the game if they wanted to.

  • @Zwergz112 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147307#Comment_3147307

    Also Devour Hope, Make Your Choice, Grim Embrace, No Way Out, Dying Light, Monstrous Shrine (any scourge hook really) all award the Killer for leaving a hooked survivor or hooking multiple survivors. Just have pain res and dead man's switch and bam, instantly know where survivors are since the gen will be blocked.

    Thank you for letting me know you're low MMR, by suggesting perks like Grim Embrace and Monstrous Shrine.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147431#Comment_3147431

    So are we just not going to talk about Floods of Rage? Or Darkness Revealed? Or other informational perks like Thrilling Tremors or Discordance? How about Surveillance or Call of Brine? There are plenty of perks that motivate you to leave the hook.

    None of those reliably trigger when a killer hooks someone. Those perks might randomly help a killer find a survivor, but unless they go off when a killer is proxy camping, it’s not motivating the killer to leave the hook.

  • I already said I play to win, so I’ll tunnel if it helps me win.

    If BHVR doesn’t want killers to be able to more easily find survivors after someone is hooked, then they haven’t addressed WHY killers camp and tunnel.


  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147506#Comment_3147506

    So, you want the devs to make it even easier to find survivors after you hook or you're going to camp and tunnel.

    BBQ does EXACTLY WHAT YOU WANT, but isn't worth it because they took away the bloodpoints. They just reduced the Bloodweb costs to account for that but I'm assuming that's still not good enough for you?

    And the 20 other aura and sound perks that tell you where survivors are, the glowing generators, the scratch marks, bird sounds, line of sight visual information, skill check error notifications, injured sounds, blood trails... all of that and you still demand help in finding survivors or its tunnel town.

    Sounds like a lazy, entitled killer. You want the game handed to you. You have enough help. Stop being spoiled and learn to play the game.

    As I’ve mentioned to other people on these forums, I don’t care about shaming or the survivor’s handbook. I play to win, if that means proxy camping when the other survivors are hiding, then I’ll do that, and people can just deal with it.

    Punishing camping isn’t addressing WHY killers tunnel, it’s just trying to discourage killers from tunneling. We were told BHVR would address WHY killers tunnel, and they haven’t done that yet.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147425#Comment_3147425

    Are you seriously suggesting that AA was nerfed due to a different killer? What other killer could AA be too strong on?

    It would be better on Blight instead of Nurse, because Blight wouldn't want to use starstruck. Nurse would want to use starstruck, and if survivors saw the starstruck exposed warning, they can very often run out of of range before Nurse is done the hook animation.

  • @xni6_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147466#Comment_3147466

    the difference with current and old bbq is that people would throw games for their 4th stack. thats no longer a thing, so killers play tactically for the most part.

    Yeah. Having a positive motivation to hook all 4 survivors, and sometimes being shown a survivor’s aura when I hooked someone, meant I camped and tunneled less back then. Now I have zero positive motivation to spread hooks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147431#Comment_3147431

    I still use BBQ a lot with Lethal. I get good used out of it. Granted, I am a Billy main so I do have high mobility on my side.

    BBQ isn’t worth a perk slot, now that the Bloodpoint bonus isn’t there, and it still has so much counterplay.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147307#Comment_3147307

    When you hook a Survivor and take a look around the map do you see those things that are highlighted for you?

    They're called generators and most of the time you can find a Survivor around one of them.

    You're welcome.

    Going too far away from a hook, just because survivors —might— be at one of the generators that are spread across the entire map, is not an effective use of a killers time, and it’s certainly not a positive motivator to leave a hooked survivor.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147307#Comment_3147307

    What do you mean? Killers should just be shown where the next survivor is? Putting aside perks that help you with that, if you go to a gen you're probably going to find the next survivor.

    I mean that BBQ got nerfed to the point that it’s not worth using, pain res lost the info part, and now awakened awareness lost the lingering info part. Instead of giving killers motivation to leave a hook, they just want to keep punishing killers for camping instead.

  • Killers also camp because BHVR doesn’t want them to know where the survivors are when a killer hooks someone. Instead of being shown a direction to go in when a survivor is hooked, killers are expected to just wander around the map and hope for the best. This is why awakened awareness just got nerfed.

    People keep talking about addressing the reasons why killers camp and tunnel, but so far we just keep adding penalties for the killer, instead of giving killers ways to make it easier to find a new survivor to chase so they will have a motivation to leave a hooked survivor.

  • Anything added to the game to buff solos would also buff the escape rate of 2 SWFs and 3 SWFs, because it would give SWFs extra information about the survivors that aren’t in their SWF. 

    What BHVR needs to do is calculate SWF MMR better, to offset the advantages of being in a SWF. Maybe SWF MMR should be set to the highest SWF survivor’s MMR, and maybe we need to additionally add bonus MMR points (for matchmaking purposes) depending on how many people are in the SWF (e.g 2 SWF is +50 MMR, 3 SWF is +100 MMR, 4 SWF is +150 MMR).

  • @Brimp said:

    If anything you're gonna get more frustrated at blights using bump logic compared to hug tech getting removed. Eitherway when they do remove it it won't remove the intended feature called scoot surf which is virtually similar.

    Can someone please explain why we call this the scoot surf? McLean literally told us on his Twitch stream that he added a secondary collision system to help fix Blight’s collision, and we should try looking down to see how it changes what Blight slides off of. And he did this before scoot “discovered” this feature. If anything, we should call it the McLean surf.

  • The only purpose of aim dressing is to give survivors extra chances. Aim dressing is only supposed to happen if the server registers a hit, and if BHVR really wanted to be fair, they would give the killer the hit every time aim dressing happens, and only swing the killer's camera to make the hit look nicer.

    There's zero fair reasons for having a system where the server registers a hit, and then the killer needs to fight with their camera to pass a second hit registration check.

  • @Dark_Vorahk1 said:

    Nurse was designed back when looping wasn't officially part of design. The game was intended to be played more stealthily and chases were deadlier. What if Nurse could only blink during chase? This could potentially restrict her oppresive ability to quickly travel the map through walls and between floors, while keeping the lethality in chase she's popular for. With a smaller terror radius, she could be an exciting jumpscare killer.

    Nurse that had up to 7 blinks, that was 4.0 m/s, and didn't have to wait for blink charges, was designed when looping wasn't officially part of the design.

  • @Robotfangirl67 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142309#Comment_3142309

    I never even knew hug tech was a bug. I always thought it was just a weird tech that also requires skill like 360ing like I said. But yeah I will also agree that Ormond in general is just a messy and sometimes buggy map. I also know I may of again contradicted myself but I will say again I was just confused is all.

    One of the devs had a Twitch stream, where he said he didn't intend to add hug tech into the game, and people flooded the forums with "a game dev said this was an exploit". I'm not sure if anyone noticed, but none of the game devs stream their games on Twitch anymore.

  • @Chocolate_Cosmos said:

    The main building is very strong, you can do easy flashlight locker saves. They are many good loops and many walls that killer HAVE to break to make it playable.

    Only good thing about this map for killers is the size of the map. It's small map.

    Yeah. Some SWFs will send killers to this map just so they can bully them with double locker flashlight saves.

  • @ByeByeQ said:

    It might be the worst strategy but if I can 2 hook everyone before killing them all I certainly feel like I had a good round where I accomplished something rather than taking the easy way out.

    Why don’t I ever see survivors saying they feel more accomplished when they play solo q, because being in a voice communication SWF is the easy way out?

  • @zHypnotism said:

    literally going to dead dawg saloon for 3-4 games in a row every one in a while because survivors send me there so often. I'm not even mad about it beacause i'd rather play all my games on the same map than play RPD once but am curious as to why survivors like that map so much. I find it really in favor of some killers (I play Artist) so whats the reason to go there?

    Dead dawg is one of the voice communication SWF favorite maps, because it’s so easy for survivors to be the “lookout”, and warn each other where their killer is. The generator on the saloon balcony is perfect for this, because it has such a huge view of the map.

    The map has a big issue where it’s very difficult for most killers to go from one side of the map to the other, without at least one survivor being able to see them.

  • If you really do feel the issue is matchmaking, then why does it seem like you are often complaining about Nurse specifically?

    It feels like you are upset at solo q matchmaking, and that you want Nurse nerfed so you can still win even if the Nurse player is much better at the game than your solo q teammates.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138796#Comment_3138796

    If it's going to stay, it should be considered in balance.

    There are a lot of killers that struggle when matchmaking places them against a well coordinated SWF.

    If that’s going to stay, should it also be considered in balance?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138311#Comment_3138311

    Because they shouldn't be playing against them in the first place.

    That would be a matchmaking issue, and shouldn’t be used as an excuse to demand Nurse nerfs.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138203#Comment_3138203

    You still shook about that? At least give me props for immediately recognizing you're using a controller.

    I'm just curious. Are you using a controller when you play nurse, because that would answer SO many questions I have about why you think nurse is balanced.

    I'm sure it can be hard to recognize good gameplay. It looks quite easy to do when you are just watching a stream. I'm sure when you watch other top streamers it looks quite easy, too. You shouldn't mistake it for mediocrity, though, if you want to argue about top tier gameplay.

    In your vid, the nurse was obviously a baby nurse. It lost you while you were going in essentially a straight line. Watch your clip again and tell me one moment where even a decent nurse should have lost you.

    Your teammates...well, I think that speaks for itself.

    https://forum.deadbydaylight.com/en/discussion/comment/3138311#Comment_3138311

    But that isn't what it is at all, though.

    The person I was replying to was literally complaining that the average survivor isn’t very good at the game, and that it’s unfair that average survivors can’t beat Nurses that have a much higher skill level than the average survivor.

1 … 83 84 85 86 87 … 94