Cyber_Atlas
Cyber_Atlas
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3264051#Comment_3264051
Coming from a former Console player, I struggled with my Nurse Adept because survivors would give up, not because Nurse itself was hard, it took me 3 games before I understood how to use Nurse's power. Granted, I have played a lot of games that require good tracking, prediction, and timing in order to do well, so Nurse came naturally to me. Im really tired of people saying that Nurse is hard on Console/any platform that isnt PC when many people have showed it is not the case, and myself included have been able to play Nurse without such difficulty that people stress over.
My main issue with Nurse is how her counterplay is not clear to most survivors. In a casual setting, most survivors do not know the proper counterplay to Nurse since she plays different compared to other killers (for both sides). The main points I put address some problematic areas of Nurse as well as providing some counterplay survivors can pick up on and learn.
I play controller and have fun with her. She is not impossible. But you know what nerfs would mean. The fact she is low in the killer rate is because she is the most difficult killer to play. She is the only killer you don't menage to do anything when you start to play this game from 0.
Numbers are not an opinion.
The fact she CAN be the strongest killer in the game doesn't mean that the nurse in front of you is actually that strong and oppressive. Most people loose before even starting.
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Before anyone replies saying killer sided blablabla. Yes it is op. But there is always going to be a "op killer better than others". You can suggest reworks and fancy ideas. But my point stays ^^ you shouldn't feel "defeated at the start". As you can escape more Nurses than what you think!
+ the trend of playing nurse as a killer is started by how unfair low mobility feel to play against certain maps with the current surv meta. So it is an antistress killer to main. Once you gitgud you win. Many killers can't say the same on every map
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@barsw said:
You must nerf nurse already
You know. I started playing this game this year. HALF the time I played with Nurse people gave up. What is funny to me is not how op this killer is. It's that people don't even try most of the time. Many many times people gave up on me when they could have won. Prestige 50 40 80 guys giving up on a guy with 10-20h as nurse in the game. And you know what it means having less than 100h with this killer.
When I play survivor I have a very good time playing with nurses and it's a killer I generally handle better than a couple of others (mostly thanks to my girlfriend that is op and can play against nurse very well).
I understand the frustration of playing against god level nurses... But do you even ever play against such players? I have a much lower escape rate with killers like Plague compared to this one!
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3263944#Comment_3263944
All productive discussion is allowed, if anyone has new ideas on balancing Nurse, it is welcome in my book, and they can feel free the reply/comment with it. I just posted some community ideas to provide some simple talking points to start out with, but the main focus of this thread is civil discussion about balancing Nurse.
Its not nurse the problem. It's her power design. Dbd's chase system doesn't have a space for her (it seams).
You can rework her making her a 4.4 m/s with 1 blink only. Every proper nerf would make her totally unplayable. People asking for nerfs never play this killer. It has the lowest killer rate for a reason. PC is not the only platform guys...
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It is IMPOSSIBLE that there is still this bug AFTER 1 MONTH. 25+ days !!!
And no compensation.
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I like to play Hex on ''witch'' types. Nurse and Spirit specially ^^
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@Snapshot said:
Played roughly about 30 games this week as survivor, and except in 4 of them, I faced either Blight or Nurse.
This is not fun in the long run, just saying. What do you guys think about this situation?
I agree. Extreme repetition is not good for anyone...!
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@Wampirita said:
I buy all of the DLCs, no matter how bad/good they are. But if I didn't go for the completion of the pokedex, i probably wouldn't buy that DLC, it's not really appealing for me
Same XD knight power is underwhelming
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@Chocolate_Cosmos said:
Solid A tier pick. Probably bottom of top 10 Killers.
For me as well. Solid A :D
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@Wewantjason said:
I go around breaking any walls or pallets I missed. They only do that to be s h i t t y humans. They are probably the same people who kick dogs in real life.
Ive said it a million times
killer does something 'toxic" because it helps them win and everyone cries
survivors do something toxic for NO REASON EXCEPT PURE TOXICITY and no one understands why its infuriating
If I tunnel someone or camp them as killer it's because the survivors are playing in a way that forces me to. No it's not fun but it furthers the objective
Survivors being toxic (in this case waiting in gate but really any example works) do it PURELY to make the game unenjoyable for the killer and to make the community worse.
Those surivvors hanging in the gate (and tea bagging, and clicking before the nerd, and all the other ######### they do_ are literally why the game keeps getting worse, can't be balanced
devs can't balance around ######### because them doing that ######### doesn't affect gameplay, its just to be #########.
My friend welcome to seeing why camping and tunneling are encouraged by so many killers. The survivors actively WANT to ruin the game for the otherside so ruin it for them first.
I don't think survivors are aware that by taunting the killer and being "toxic" they create the conditions to be camped/tunneled on the next trials :') call it karma
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@KateMain86 said:
Being the last survivor ever since the hatch changes now feels like a completely hopeless situation. I hardly feel like trying for it anymore and bringing a key has felt pointless since the change in most matches now. If the killer finds the hatch first, its game over. Getting a door open at that point feels like an impossible task. I've had too many matches where my team plays very poorly and I'm left at the mercy of RNG hatch as my only means of escape. Killers are rewarded far too much for early hooks and sacrifices. I can't do anything about overly altruistic players. I can't do anything about people unhooking each other 5 seconds after the killer hooks someone with me doing what feels like forever gens now and watching my team get demolished knowing I'm about to have to make a hatch run. Too many times it feels like I am being punished for the incompetence of my team.
The hatch and final survivor scenario needs to change. A suggestion I have is that if the killer finds and closes the hatch first, the exit gates are powered to 50%. This will at least make trying for the door a worth while effort and not feel like going for it was just a waste of time. My other suggestion is to have a key spawn at a random location on the map that the last survivor can see if within a certain range. The key will act like normal and open the hatch if used on it. The survivor will still be up against time and have to find the key and return to the hatch.
I would've preferred the hatch go back to the way it was before this change, but I don't think that will happen. All I know is I am at the point where I simply would rather give up when I am the last survivor. Most of the time I try for the hatch ends with me dying. It doesn't matter how well I played. Nothing throughout the match in the final survivor situation matters because it always comes down to the same situation which is find the hatch before the killer does. This feels like a solo player's nightmare and I'm pretty exhausted and beyond annoyed dealing with this.
I hope not. Otherwise people will be even more selfish and useless when they play alone (yes I am not talking about you hyper performance/altruistic op soloq :') the average of people waiting for hatch is a disgrace!!)
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@Shroompy said:
Now I think we can all agree that Hex Perks are probably the weakest theyve ever been. Some of them are just outclassed by other perks that arent even hexes, meaning they last the whole game. Why run The Third Seal when Mindbreaker exists? Why run Ruin when Pain Res or Jolt exists? Why run Retribution when other so many information perks exist? There are so many options out there that Hex Perks are simply becoming obsolete.
A solution to this that I thought up is by adding a 5th perk slot specifically for hex perks, and making them all end game perks similar to NOED. This way you're adding a proper secondary objective for Survivors (and if they dont, they suffer the consequences) and youre not potentially wasting one of your 4 valuable perk slots.
Well enough rambling from me, what do yall think about Hex Perks?
Some are my preferite perks! The last time I played with nurse I loved playing all hex. Without devour as it ends up being a bit overkill. Haunted Grounds, Undying, Retribution, Pentimento. It is a sort of "Witch" build. People don't like those trials :') but I do. I generally try to role play with the builds for the sake of it.
But no I don't think hex perks are weak. Try to play some Devour-Undying-Haunted Ground-Retribution and you will have a build passively decimating the squad. If they don't cleanse they are done, and the more they cleanse the more they regret it :') + 4/5 hex take their time to find and cleanse.
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@itsquiet27 said:
I am so sick of losing chases because of no audio. No footstep sounds or groans of pain. it's VERY irritating. This is a serious issue that needs to be solved.
Sometimes it is confusing. Might be cheaters as well? As most of the time it just works good for me :)
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@BendIt said:
Just played with a 3 man SWF who I hooked and felt we all played well except when I was hit and hooked for the first time with NoED I could hear on the stream that they didn't care about the random and just left.
Please for the love of god can I see if I'm playing with a SWF or tag players with notes so I know what they have done in the past. Recently we have anonymous setting which has made this even worse
Rule n. 1 assume the worst :')
Always expect they are playing at their best. It is how the game is meant to be played.
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@FreddyVoorhees said:
As discussed in the main thread one suggestion was made by Omans to make survivors who are hooked in consecutive fashion will be sacrificed much slower. I can add more details to it.
This could work like basekit reasurance for that survivor.
It will be disabled if the killer hooked another survivor , thus safrifice will continue at normal pace.
This will incentivise killers to pursue unique survivors and thus reduce tunneling in the game.
This will also discourage face camping as well as the sacrifice process will be much slower.
Details :
- - If a survivor is hooked again in consecutive fashion (within 80s of their unhook) , they gain t3 reassurance. This will be immediately disabled if another survivor is hooked. This will discourage tunneling.
- - If a survivor reaches stage 2 of the sacrifice process and noone else has been hooked yet, reassurance will activate. This will discourage camping.
- - If a survivor was sacrificed on their first hook but they did not suicide , such as no self unhook attempts were made and no more than 2 missed tentacle impacts happened , they will be compensated with no pip loss and some blood points. This will discourage DC. This does not apply if they were sacrificed during endgame.
It is not a full proof fix to tunneling , face camping and disconnects but it will definitely reduce their occurrence in the game without greatly impacting the gameplay.
The best anti tunneling is quality of chase improvements. Making chases more fun and rewarding.
Camping needs more depip attention. As it promotes toxicity. Slugging and tunneling are a playstyle tho. Same proxy camping. It's up to the team for the most part.
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@skylustv said:
After coming back from a break of 2 months, I just discovered that I cant use nvidia filters anymore (we all know the game is too dark) and when I try to use it, the mouse cursor stay stucked, this is only happening in DbD, did they change it recently or something? Everything is updated
The filters get removed when you update your nvidia drivers! All good here, playing with the same filters :)
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@Clockwork_Enigma said:
Another archaic symptom of the past design choices, breakable hooks on death are just not needed in this game anymore. Especially considering the fact that we have Scourge Hook perks that rely on breakable hooks to even get their value in the first place.
Like keep the ability to break them as the Survivor, that's completely fine even if it frustrates me when the occasional Sabo Squad comes out of the woodwork. But make the hooks just not destroy themselves upon sacrificing a Survivor.
I think a hook used to hang a person makes sense is not used to hang another on top of it :')
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Victoooor :(
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@pizzaduffyhp90 said:
If you're this mad at a video game you need some help. Nurse players get a little too much hate and I understand she's the best killer in the game but, there's no need for this kind of behaviour.
https://us.v-cdn.net/6030815/uploads/NIJ5D47W3N7V/salt.png
Quick edit real fast had to censor another name.
https://us.v-cdn.net/6030815/uploads/SSSK69YWV6MG/salt-2.jpg
I stopped playing Nurse after 20h as a Nurse in 2022. The average post game chat was "I hope your father dies". I will play this killer when people stop to behave like this because I don't like to think I am playing with such individuals all the time.
Hope to see some cool rework by the developers ^^
If they find it appropriate
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I say one last thing on this post hoping that it is taken in the right way. Instead of asking for an Eruption nerf, why don't you focus on quality of the game improvements?
Something I personally hope to see implemented for all of you guys that enjoy to play alone as a survivor is an in game voice chat. As more or less we agreed that Eruption is not "not balanced" for people saying on call when they are about to go down*, how about you ask more for an in game communication method? :)
Eruption is just one of the perks very punishing for soloq's.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3262998#Comment_3262998
"I do not play as soloq"
Enough said.
Yes indeed. I did not say I was rappresentative of that. But can the game be balanced around this? https://youtu.be/u-1p-05ALs4
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3262852#Comment_3262852
So much for those positive vibes, eh? Calling players who have put more time into the game than you 'no lifers'.
So, you are a casual player, undoubtedly unaware of how much this perk even affects the majority of the games it is used in.
At the casual mmr you are at why are you even speaking on this issue? It doesn't affect you. As killer you can sneeze on survivors and they will die. You don't need to worry about any perk metas, so why try to suggest things are fine when you don't understand why they aren't fine?
The mentality of 'it doesn't have anything to do with me, so it is fine,' is not okay.
There is nothing good about making posts where you all search approval from each other. No one of you guys wishing for another perk nerf is bringing any relevant math or even attempting calculations. Or suggesting any actual change. You just want it erased. I expressed myself in those terms after you had me repeating myself all over again, making personal statements. Which must be typical of forums. There is nothing personal (love you all).
That said. While I am a casual survivor who escapes 50-60% (so I consider myself casual, but not in a bad way), as a killer I generally get matchmaked with people with a total prestige level of between 70 and 150 (total, so 20 22 12 80). I am not unaware of game perks and how the game is played :)
I use eruption and I play against many eruption users as it is a valid perk at the moment. As I said I play 60-70% of my time as a survivor. So if something was unsufferable I wouldn't like it as well. As far of my experience, when we coordinate eruption is never enough to change anything for the killer. We never lost because of that, that I can recall. But I do not play as soloq. I also don't claim to be rappresentative of this community. Neither as a killer or a survivor.
I made a point on why killers perks are rightfully strong and I expressed suggestions on how to counter eruption. Everything else is you giga smartasses baiting reactions
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3262847#Comment_3262847
People who refuse to speak up and offer feedback are the reason we get games like OW2.
Likewise, if you're such a veteran, you should know better than to resort to tribalism for petty insults.
I am not famous for insults. Your feedback is surely appreciated and you dont have to report that to me. As I have written above. I dont think it is sane to promote this mentality OVER UNDERSTANDING HOW PERKS WORK, and find a way to handle them in game.
I suggested the solution. You are free to play this game completely not cooperating and communicating, but you shouldnt expact that the game should be balanced around that.
Nerfing Eruption would just make it completely useless, like the other perks nerfed.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3262821#Comment_3262821
Sorry, but that doesn't make sense. There are things in the game that are imbalanced. The devs are not infallible. Just because it is in the game doesn't mean it is balanced. Players on either side should not have to play a game where the chances of 'winning' are stacked to one side.
You are not supporting a positive vibe for both sides, you are supporting keeping the status quo despite it needing to be fixed.
Nemesis is a very famous 2022 released killer. It's not like Eruption has been peacefully used in the past years. I started to play the game this year and I cannot replicate a build I see on youtube because every time I tried to I experienced
- I farm for Ruin, Ruin gets nerfed to the ground
-I farm for Thana, boom, trash
Now you guys no lifing this game since ages have all your game history of why this and that had to change and so on. Me trying to have fun and not take this game like it is the most important thing of my life, every time I try something I get people complaining about it. Killers too strong... nerf this, nerf that. I just can't stand it :') can you let the developers do their thing
(Ruin and Thana nerfs are ''ok'', I adapt. What is not ok is the mentality of calling for nerfs)
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3262821#Comment_3262821
Hmmm, it is very very amusing to me that you think I main Survivor.
DBD Forums try not to accuse someone of being X main when you don't agree with them challenge. I will always call out mechanics, perks and other things that I view as problematic and detrimental to the game.
Do so. I have been playing games for 20 years and I have never judged or dramatized for nerfs and DEVELOPERS DECISIONS.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3262796#Comment_3262796
It in unbalanced, and it is strong and meta because it is unbalanced.
You can't have a perk that punish you for not playing with friends. It is common sense. And the fact that you only need a gen kick for a perk that has no counterplay for like 60% of surv playerbase that does not play on comms is laughable.
Plus you have to consider that while you can argue that eruption cant stall and win the game for itself, killers have no restriction against how many regressing perks they can stack.
So the combination of this uncounterable, very strong incapacitating effect perk with the other regressing perks leads to the destruction and punishment soloQ teams.
Cool. Nerf Eruption then. New killer comes out. It's not particularly strong in chase. Enjoy being camped and tunneled even more all your trials ^^ Hope you guys enjoy the new meta ahah
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3262805#Comment_3262805
Well, at least you're honest about not caring about balance.
I hope you realize that for every whining survivor main like you there is the same amount (in ratio, probably more) killers complaining its a "survivors sided game". To me, you people can spend all the day thinking this game is not balanced (and in search of its balance). When I play as a survivor I try to win and as a team we escape half the trials (at least). When I play as a killer I win most of the time (I would say more than 70%). I m not a particular good dbd player but I like to try to win when I play a game.
If it makes you happy complaining about every existing perk and developer choice :) see you in another post where you attack another in game mechanic. I prefer to support a positive vibe for "both sides".
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3262796#Comment_3262796
######### everyone who plays anything but 4-man SWF ig?
The game cannot afford to have people play by themselves to escape consistently. It cannot be balanced like that. Because people communicating are a thing. And it would be too easy to win.
Survivors CAN escape. If they are good, they will. The 50-60% kill rate is based on the average. Solo Q is the other side of swf. It is right that the less you cooperate, the more you get **** :) no one forces you to play this game. And, fun and winning are too different things. You play by yourself you can focus on other things. When you want to play your cards properly you use your brain with other people. Killers are supposed to be scary.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3262752#Comment_3262752
Let me guess, you never against a killer with eruption.
Now jokes aside, the effects of a killer perks have to, really needs to be balanced around their consistency and the time/effort you need to activate it.
As you say, Hex Devour hope gives you a massive advantage and is balanced around the fact than its consistency relies on people cleansing the totem.
If they find it quickly, you get little value.
If you get Backwater Swamp totem spawns, survs are f####.
Now take a look at eruption, this perk gives you the chance to blow a gen for 10% (probably, didnt check) of progress while applying 25sec of total shutdown of any actions.
This Is Strong. This. Is. Really. Strong.
Now consider the only requirement for this is to kick a gen, which is something that is normal to any game, more than ever since Brine/overcharge meta. As you also said, GENS FLY so as long as survs keeps repairing, you have less gens to kick, therefore survs are more likely to be in a 'kicked for you' gen, so its consistency rises up as long as time passes.
Now also consider that you cant prevent this effect unless you are in comms.
I well know Eruption. And as I said before the 10% is almost irrelevant. It becomes good as 2 or more gens are erupted. A 10% on 1 generator is nothing particular. Compared to scourge choices that are much more oppressive. And Jolt on some maps.
Yes it is about those 25 seconds incapacitated. But it's not a direct attack to you as a survivor. You are free to wait the person to get downed (easily done on the call), or rotate hooks.
No, kicking a generator is not a free thing. Everything takes time. And efficient teams don't camp gens to do them, no matter the progress. It is important to work on the "right" gens. Otherwise you end up on impossible 3 gens situations.
If you don't play with friends it is your choice. The less you cooperate and comunicate the more you deserve to loose. A 0 communication should be close to a 100% defeat. The game is balanced around the idea of 4 people squad winning by communicating. If being decent at looping and holding one button for 4 minutes was enough to win it would be totally unplayable as a killer. And a totally not enjoyable experience as well. You win when you create the conditions to win. You are not entitled to.
Eruption is a wonderful perk. It is strong. But it is not unbalanced. I expressed myself, the same, for many survivors perks. So, don't come to write here as I am some sort of killer fanatic. I play mostly as a survivor. (I really do)
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3262537#Comment_3262537
The 1 killer perk needs to equal 4 survivor perks does not make any sense. It is not as killers and survivors share the same objective so you need to balance this around their perks.
how can you even measure the needed effect of 1 killer perk where the objectives are so different from one another.
it's not like a killer takes 90sec to hook one surv
Let me guess, you never played as a killer. Of course, killer perks need to be MUCH stronger than survivor ones. How would a killer even menage to get 4 people if you were to consider 1:1
I agree the ratio cannot always be a consistent 4:1 but this is way some perks are ''HEX''.
Example : Devour Hope. Devour Hope is insanely oppressive and it will generate much more value than 4x Dead Hard.
So it is bound to an action, which, if performed cancels it (the totem).
This are the conditions of activation.
Eruption has its condition which is ''kicking a generator''.
You can commit to kick a generator and the generator been done before anyone is downed, resulting in 0 value. It is a gamble.
It doesn't work ''passively''. Like aura reading ones.
Yes it DOES feel oppressive and strong, when it works. But when and how many does it work ? 2-3 times x trial
GENS FLY. If they don't, you are playing bad. 4 people in the trial, every 2 minute is an easy 2 gen done. Some times you can do 2 generator before the killer can spot you by simply bringing 1 offering and 4 items. Not even builds about that. A good team should do 5 gens between 5 and 9 minute. That's why perks like Eruption exist.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3262477#Comment_3262477
Not really sure what your arguement is here
That it IS a perk to make you incapacitated. You are disliking the effect. That's all. Every debuff/nerf to this perk would take away its use. A 15/20 seconds incapacitate would be irrelevant. No one would use it.
25 seconds of incapacitated is annoying/strong this perk is. And it has an attivation condition with prior commitment which is not irrelevant, for the time it takes away from chases.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3262483#Comment_3262483
It isn't.
You put in the bare minimum of effort and get far too much of a reward.
1 killer perk should be as strong/stronger 1x4 survivor perks.
Compare to surv meta: ex. Dead Hard.
How is 1 Eruption stronger than 4 Dead Hard ? It is not.
-> It is balanced.
Incapacitated 3 times x trial for a total of 75 seconds (around the max you get in worst scenarios) is not a huge deal. Just rotate the hooks.
It IS a strong perk for a killer, one of the best gen regressing/control perk. But it can be said the same about many surv perks. None should be nerfed. Gens are literally flying :)
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@MisterMister said:
https://forum.deadbydaylight.com/en/discussion/354461/eyrie-boil-over-exploit
There is a second solution. Not changing the entire map, or conditions of a perk because of 1 killers frustration over a situation that rarely happens. Suck it up and move on
No. Frustrating experiences should not be promoted and accepted. Every exploit of the game is immersion breaking and should be addressed
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You can adapt your playstyle on those maps. Securing kills if you struggle more
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Hope to see some adjustments :D
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@vanGlasse1 said:
https://us.v-cdn.net/6030815/uploads/ZXOOAY5BYUYL/image.png
bruh, am I missing something or is it in fact bugged?
Bugged. As well as Devout Emblem, same problem!
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@Chocolate_Cosmos said:
I just had match where they had 3 toolboxes and 2 of them had brand new part in it. No wonder why 4 gens were done in like 5 minutes. I had to start camping and tunneling on the last gen left and I got 2 kills in the end. If I keep playing "fair and nice" I bet I got nothing. 0 kills, less BP. Not worth it.
I agree. It is worth I have been saying as well. Either promote quality of chases or accept tunneling/proxy camping as a fair playstyle at high mmr. The choice is yours :D
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@AverageKateMain said:
I'm gonna say this as an extreme hot take but I have to ask. What is wrong with you killer and survivor players? Why do you guys do this thing where you seek validation from the other side for playing the game? For example "I dont camp or tunnel and play fair but all I see are sweaty survivors with toolboxes and bnp". Another example is "I dont run gen rush perks or even exhaustion cause I want to have fun but the killers are running nothing but slowdown". I didn't realize in the 6 years of this game that people need to seek validation just for playing the game.
Because most of the people are very young. And (on you) because you are expecting people to be smarter than what they are.
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@Zboard said:
Considering killer and survivors play normal, why still exist matches with 12 hooks/1 gen or 5 Gens/ 1hook?
How is matchmacking failing so hard?
As a both sides player, is not rare for me to have these type of matches few times a day, playing 2h, specially on weekends (for some reason?)
My matchmaking experience was the worst till I ''got good''. Now I can understand how people play and if they try to go hard I will make sure it will not be a total defeat ^^
As for survivors, I mostly play with friends so I am generally put in an advantage considering how this game is balanced. And I escape half the times consistently.
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You need to commit kicking a generator, or you play with one perk less. It is balanced
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/354477/eruption-is-overtuned
The change i would make to eruption would be to block the gen for the 25 sec instead, being incapacitated like that sucks.
It is exactly the purpose of the skill. The 10% is almost irrelevant as you can chain up to 30% with Jolt
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Proxy camp tryharders. Maybe they learn to be respectful of other people fun as well.
Bad maps rng + 4 items + bait the chase = tunnel/proxy camp, for me, at high mmr. As I want a chance to win as well ^^
Normal survivors, normal maps, the match balance it out by itself and whatever happens is fun anyway :D
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@Lost_Boy said:
https://forum.deadbydaylight.com/en/discussion/comment/3261481#Comment_3261481
Dude I know every map in the game. I hate those maps because they're really unfair to the killer. Doesn't matter if you can memorize the loops blindfolded, you still get out played because theres either to many pallets or you can't reach a hook!
That's the game. Some maps need to feel a bit more or less difficult to handle. I find them overall fair. There are some maps that your killer is gonna be op at. Some maps your killer will match less.
Suggestions to improve how you feel about this could be around the concept of matchmaking. So to avoid frustrating experiences with players way better than you (if they are way better, they deserved to win).
If you want to speak about something unfair you need to be extremely specific. Example : Hooks on Midwich Elementary School if survivors bring X perks. Or, Y loop in T map. There are maps that are better or worse for survivor's builds as well.
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@fake said:
Yes, we already know there is a hook counter. We also know that it doesn't help.
I would like the killer to be able to see the individual hook counts for each survivor, just like the survivors got in 4.5.0.
I'm remember the developer answering about this, I mean from Q&A 2021/2/5.
Q.Why is the hook counter on the killer less informative than the hook counter on the survivor?
A.We were concerned that it would facilitate the tunneling of the killer. Also, the killer's task is to remember the survivor's hook count.
I am still not satisfied with this answer.
First, I think it is a big mistake to say that hook counters promote tunneling. Just because you can see hook counters for each individual, killers who tunnel will tunnel and killers who do not tunnel will not tunnel. Regardless of who is hooked and how many times they are hooked, they need to find that survivor and make the chase in order to tunnel. It is the killer who plays to tunnel, hook counter or no hook counter, that does it.
I tunnel or don't tunnel depending on my mood; while doing the 8-hook-0-kill challenge, I'm thinking in my head, "0-0-1-0.... .0-1-1-0.... .0-1-2-0... .0-1-2-1..." Isn't it silly?
And it's funny that memorizing the number of hooks in Survivor is a killer challenge. When you play Survivor, you don't have the memory, so you need to be told how many hooks your allies have, and the Killer needs to do it because it's his assignment. Why is it that when you play survivor your memory disappears and when you play killer you need memory?
I think this was sophistry on the part of the developer. The presence or absence of a hook counter does not affect tunneling. A tunneling killer will tunnel with or without a hook counter.
Then in 4.5.0, at the same time that the survivor hook counter was implemented to help survivors with no memory, the now nonsensical killer hook counter was implemented. It seems as if the development was a tacked-on damage control to giving hook counters only to survivors.
(And the devout emblem is still bugged...)
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@Lastchild said:
You two are going away for nothing, here's the only thing for the Nurse to do :
- The base movement speed increases to 4.4 m/s (instead of 3.85 m/s.)
- Maximum blink : 1 (instead of 2)
- Blink attack is a special attack.
It's not more complicated than that.
No need to make mountains for the Nurse.
This idea is currently the most viable and simple to implement.
It is okay. But all the add-ons need to be rebalance / slightly buffed.
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@Ghasty said:
I've been using a 240hz monitor since I game and never had problems in any game. But in dbd, I only have 120fps max. And it does not feel smooth. Please any help!
I have seen some people doing it experiencing artifacts. It is not advisable. It is fairly smooth at stable 120 fps
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@AcelynnBen said:
i really don't get this community
i complained how its a bit too frustrating to get a 4k or even 3k without tunneling and camping
and i got a lot people saying im crying....about getting a 4k but you know, working my .... for it, unlike the opposite side
soooooo do i just camp and tunnel, i mean i know a lot of players don't like that, even i don't, but tbh its a very viable tactic and it always works
so im trying to understand players here, do i camp and tunnel and win or are we trying to make the game better and remove tunneling and camp so everyone enjoys the game
because tbh every time a killer that is still playing fairly, when they complain that they are playing a bit too hard to enjoy the game they always get people telling them they are crying....
you complain about getting camped and tunneled "just use perks or maybe you suck?", you complain about getting gen rushed or finding the game a bit too hard without playing toxic "maybe play better or just use perks"
does anyone have any other argument beside use perks or get gud?
Play to have fun :D and try to "win" ahah or at least don't break the role-play of being a killer. There is nothing wrong with tunneling. Just have a measure and keep other people fun in consideration
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@TerraEsram said:
Today, for survivor (for me) it's camping time, but that's not a problem, the problem is... Why insulting people who try, or succed to dehook survivor who got camped, and, in the endgame chat... The Killer insult the guy who succed to help the other? Did you have some ego problem?
There is never a justification for insults over a game. I hope they will consider permanent banning people for shaming others
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@Bot_Salvo88 said:
I agree. And everyone who says "just do gens and leave" is ignoring the problem. This is a very tricky situation as the person on the hook can't do anything and the other survivors can't save the one on the hook.
I've seen an excuse that said "Bubba needs to catch the survivor before facecamping so just don't get downed". Again, the game has been made so that the killer has to down someone sooner or later and this is, once again, ignoring the actual problem.
Instead of changing base game mechanics (adding base BT and Haste which doesn't do much) it's better to address individual killer power.
You get camped by the time you should be at 3 gens. 4 gens. If you didn't do a gen, it's on you. Before the person dies you can easily get to 1 gen. Minimum 2. If you can decently loop for a minute you will escape with a 3k. If you loose another person, it's a 2k.
A 2k is a survivors win.
If you don't get a 2k you played bad.
Add that rescue is not impossible, it's just very improbable. And you get a granted killer loose/2 people escape. It's above the average survivors escape = it is not addressed.
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@Gandor said:
Just 1 simple change. Make hook timer 120s instead of 60. This way it makes 0 sense for any killer to actually camp as he would very easily get genrushed.
Every killer will need to find their chases in a different way - by going for generators or by actually finding a survivor that decided to go for unhook.
No. Improve chase quality making chases more rewarding and less frustrating. Pallets cannot be stronger than killer's powers, they should be an obstacle to get some time.
Camping and tunneling is mostly triggered by huge maps and frustrating gens experiences.
Example :
My gf needed to finish the RPD achievement.
She posted the offering.
I was tired to do this map (20th in a row), I advised to go 4 toolboxes so we were done with the challange.
We did 2 gens before the Killer (pig) could find us. We turned the killer into a tunneler by doing gens. And the killer still lost and let the person go out of frustration.
To address camping and tunneling we should improve the quality of chases. So that killers feel it is worth to drop the hook they are defending. Survivors experiencing frustration with being tunneled or camped can easily find relief by using perks made on purpose. Eventually avoid detection.