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DaGreenBolt

DaGreenBolt

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DaGreenBolt
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  • @yoi said:

    He Is fine as it Is now. No nerfs needed neither buffs (at least not those)

    Really now, then why is he still add on dependent and isn't even high tier?

    Wraith needs a buff, he still low mid tier killer, and giving him the ghost soot, and giving him faster vaulting, and faster breaking pallets and damaging gens in his basekit would make him jump to High tier.

    (Basically the add ons that should be in wraiths basekit are "The Ghost- Soot" and Shadow Dance (Not green add on), but make it like it moderately increases his vault speed, damaging gen speed, and breaking pallet speed)

    That's the buff I would give.

  • I have played against him 10 times already. He's not that difficult to beat, he literally a weaker Billy.

    Most safe zones basically wastes time on his power, and you can run unbreakable to counter his slugging.

  • Well the fact that she lost most of her map pressure, that survivors can outrun in a straight line as base, she is add on dependent, and survivors can see the nurse before the nurse even blinks to that position.

    Yeah she lost her title as the strongest killer and has become and add on dependent mid tier killer.

    @Widowmaker8197 said:

    https://forum.deadbydaylight.com/en/discussion/comment/907286#Comment_907286

    Wraith literally gets increased movement speed, no terror radius, and near invisibility with his power. How is this weak?

    LF gets to instadown survivors with his chainsaw. Not weak at all.

    Legion is a God at buying time by forcing survivors to mend and heal. That's two health states they have to heal.

    The Plague could use a buff or two yeah.

    The pig gets a 0 terror radius, lunge attack, and takes a survivor out of the game for a bit by giving them a reverse bear trap.

    I see many people, even in red ranks, step in trapper traps these days. It could take anywhere from 1 try to 7 tries to get out of a trap AND the trap leaves you injured if you do manage to get out.

    The demogorgon is kind of weak I agree.

    Myers being weak is a joke. I'm not even going to try to explain this one.

    And you basically played yourself. It's obvious you never even touch any killer.

    Yes, you just named their abilities, except most are weak as they are extremely loop able, making it so they can't hit you for a long time if you are good.

    And @Pulsar basically countered every point you made:

    @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/907308#Comment_907308

    Anyone who says LF isn't weak is kinda a joke, besides Groot, but I'll humor you.

    Wraith is nowhere near invisible. He is good at getting the first hit but gets destroyed by loops and flashlights. No chase power, mediocre map pressure.

    LF's power slows him down and can be EASILY juked. Zero map pressure, zero chase pressure.

    Legion buys at max, 12 seconds. He slows down the game by 12 seconds. Mediocre chase pressure, despite not being able to down Survivors, zero map pressure.

    Pig's TR hiding crouch is hella slow, her dash is loud and easily dodged and her RBT is not a good time staller as it can be removed immediately.

    Trapper has zero map pressure and zero chase pressure. He can cut off loops, that is all.

    Myers is on the weaker side. He has good snowball and some stealth, but he still gets looped for 2 gens. His Tier III is nice but it has zero bonuses if people just through down pallets early. Zero map pressure, good chase pressure.


  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/909665#Comment_909665

    I didn't insult you at all; and disconnecting is directly related to it. They punish people for disconnecting, yet if they got hooked in the basement they had to literally disconnect. The bug is specific, but happens on such a bog standard function of the game that happens EVERY single match, that it shouldn't have been released in that state.

    Stop white knighting for the devs here. They have to take responsibility for their mistakes; and with the amount of things that break with every other patch, blowing smoke up their backside isn't the solution. They need people to be critical of them to get it through their heads.

    Actually you did insult him:

    "I seriously hope you never become a game developer. All your projects would fail."

    But you are right that the Devs need to take responsibility, considering they are very incompetent and don't listen to feedback.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/902312#Comment_902312

    'Buddy I've been playing since beta'

    Mhm. You said it, with no context. But yea sure, I'll believe a rando on the internets.

    'The devs do the bare minimum to keep killers from outright quitting'

    sigh just cause you say it, doesn't make it true fyi.

    Lets try this:

    Infinites gone, Bloodlust added, Vaulting nerfed, pallets nerfed, exhaustion added, end game timer added, hatch close added. Not to mention various map changes and perk changes to make things easier.

    All benefitting killer.

    I'll wait for your list, because it won't even be comparable but seeing as you've been a player since beta, I'm excited to see those insights.

    Alright lets break this down,

    Sure bloodlust was added, vaccum pallet nerf, exhaustion nerf, EGC, etc., but how long did it take for them to nerf them or add QoL, the answer is it took a very long time. Hatch was just recently fixed with the EGC, but it was a survivor sided mechanic since the beginning of the game, but now its fairly balanced for both sides.

    Also infinites aren't truly gone, they can still be created by perks.

    Also they currently only reworked one map, out of every map.... So that throws your various map changes claim out the window.

    Lets also mention how survivors are the power role in this game as they control the match with gens. One mistake doesn't lose them the game, compared to where one mistake from the killer can cost them the entire match.

    Also lets mention the killer nerf since legion came out, Legion got nerfed twice, Nurse was nerfed (Nurse is at a point where she barely has any map control), Spirit was nerfed, Pig was nerfed 3 times (since the EGC), and Micheal Myers was nerfed.

    Only 2.5 nerfs were justified which was the first legion nerf (The exploits he had were game breaking), Spirit nerf (made her less overpreforming), and the Nurse's add on (they were OP).

    The rest were unjustified and sometimes too much such as the second Legion nerf, and the Nurse's basekit.

  • @Usui said:

    She's fine, especially at high ranks where they know how to play the character. Seriously stop it.

    So you should be fine if we nerf SWF, because SWF=old Nurse.

  • @AvisDeene said:

    Would making her walk faster alleviate any of her issues?

    When I think about it, at this point @xEcoLog1cDuk3Xx is right, even if we make her walk any faster it wouldn't do anything. The most the Dev's would give is 105%, but even then it doesn't remove the nerfs the nurse got:

    1. Another cooldown on a cooldown, basically this killed Nurse's Map potential. She's basically like Clown she's good at stopping loops but has no map pressure (stats even showed that Nurse Is barely stronger than a Clown)
    2. Survivors can see the Nurse position when the Nurse blinks, before the Nurse even gets to that position. Basically survivors can react to the Nurse before she gets to the postion giving them a big advantage
    3. The added cooldown makes it so a survivor can outrun a no add nurse after 2 blinks in a straight line.
    4. Nurse is now an add on dependent killers, Nurse now needs either the extra range add ons or the shorter cool downs to be less unfun and feel less nerfed. That's what the Nurse has become a killer that now needs add ons to be playable.

    Giving her a 105% movement speed would only eliminate point #2, but it won't elimate the other 3 points. All this would do is give a small QoL change.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/897107#Comment_897107

    I think you said "viable" instead of "broken". There are reasons why she was nerfed bud

    So you should be fine if we nerf SWF as that's the survivor equivalent of the Nurse.

    SWF break the game just as how the Nurse breaks the game.

    And don't say why should we be punished by playing with friends, or not all SWF are optimal or sweaty, because the same thing can be applied to Nurse.

    The major difference is that Nurse requires a long time to learn how to play her, while SWF takes less time.

  • @Bravo0413 said:

    How bout we give it a bit more time... if they make changes to legion and then a month to 2 months down the line we learn the changes were a bit much we're in another pickle... let's play and see what comes how it pans out first.

    Yet the last time, we gave them time, they did nothing to fix the changes they made to Base Kit Nurse.

    Legion is about to get the Nurse treatment where they will ignore post about him, and then post some stats saying his fine and such, or say they re still doing research. I'm sorry but the devs have already lost my trust since the disasterous legion rework, and this legion nerf, along with the nurse nerf makes me trust them even less.

  • @Endstille said:

    So every dlc or almost every dlc, a new killer comes along that breathes new life into the game for the people that play him. Tell me what do survivors get? Perks and a skin you can waste another couple of millions of bp in so you have all those useless perks (with a couple of new ones) /items+addons .

    Gameplay? Same, nothing new for survs ever.

    At the same time, that new killer is usually mid tier at best, its very rarely a high tier killer. Yes new life comes along for like a month or two, but soon that new killer isn't seen much anymore and instead you see the usual top killers playing, because that new killer is weak.

    Perfect example is the Demogorgon, it was seen in high tiers for like a month or two, but then the Freddies, Spirits, and the Billies were out again.

  • @BenZ0 said:

    Then they would make dlc killers op not gutting them out like legion.

    Except survivors pay more than killers because they are the majority, so if they are money hungry, they would do what the OP said.

  • @Brucecastro81 said:

    https://forum.deadbydaylight.com/en/discussion/comment/889483#Comment_889483

    But the thing is, they buff Legion himself wich makes his power better, and there are only 3 perks that you could use, and they are not that great

    Yes, this was a slight buff to his power. Fasting vault and slightly faster movement speed really only gives you a free hit and then you are looped easily. The buff is outweighed by the loss in Synergy and you said it yourself he now only has 3 perks to rely on now to be effective, in which they aren't great. That's a nerf, the nerfs outweigh the buff.

    Also his power isn't even that much better as if you did read the DW changes, his DW get nerfed even more, which led to BT being buffed again.

    If you still call this a buff, then there is no point in convincing you as apparently you can't see the fact in front of you.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/887769#Comment_887769

    How so? I think the new rank reset will ruin solo experience a lot.

    The old rank reset put experience players with basically new players. I remember when I was a new player, and got to the yellow ranks before rank reset. After rank reset happened, I just got destroyed, it was really unfun, and basically made it so I had to not play for like 2 weeks to at least get some people that actually belonged at the same rank as me.

    The new rank reset is really more fair, and honestly once the Devs fix the way how you pip as a survivor and killer, there will be barely any potatoes at red ranks.

  • @Sylorknag said:

    Haven't see subject in discussion yet... But form legion,spirit and nurse recent changes, I'm guessing they will nerf him...

    Just imagine. Nerfing the doctor kkk

    God only knows the brilliance behind the decisions they make.

    And as usual they do their special to killers, and add a cooldown. This looks like a nerf, and I called it.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/882159#Comment_882159

    A depip squad will be in red or purple ranks.. At most they will face purple or green rank killers.

    https://forum.deadbydaylight.com/en/discussion/comment/882121#Comment_882121

    Expecting to lose is one thing. Camping is the equivalent of sitting at someone's spawn point and shooting them in the head countless times in an old school shooter before they started making protections against it.

    Lol I remember when I took a break from the game at one point, and when I came back I was reset to rank 18. I played a game, and got absolutely destroyed, but I was able to get one kill.

    Found out that it was a SWF squad as 1 person was red ranks, 2 purple ranks, and 1 a rank 19 player. It almost made me want to take another break, I feel sorry for the poor souls who had to faced my ebony mori, and infinite tier 3 myers after that match.

    So they technically they exist, you just completely missed that if you have a rank 17-20 player in your SWF you are going to face low rank or new killers and completely crush them.

  • @HamdaN said:

    so everyone whos played the dlc knows if u get hooked in basement your camera is permanently blacked out and you cant see anything. killers have been purposely trying to force basement in order to do this in games. but god forbid somehow basement ever gets disabled or its fixed within 24 hours making every game miserable for any team. this is equal to the old flashlight macro crashing peoples games.

    im curious to see what you do devs.

    Yeah like I should be banned for trying to complete a challenge right? Most people didn't even know about the bug, Last I remember, Devs didn't do any bans for the Wake Up bug.

    I think you may need to tone down the entitlement a bit and think logically about why killers are hooking in the basement.

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/887492#Comment_887492

    This. I constantly hear the "not every SWF is a 4 man bully squad" and "people just wanna play with their friends" but when you apply the same logic to Nurse (not every Nurse is good. Some people just like her playstyle) all you get hit with is "WAH OP".

    I don't even want SWF nerfed. I just want Nurse fixed too.

    It's fine to not want SWF nerfed. BUT in this situation, since the Nurse got nerfed, you must nerf the equivalent to balance it out. Unless they decide to revert all the Base kit changes.

  • @Usui said:

    https://forum.deadbydaylight.com/en/discussion/comment/887180#Comment_887180

    I could care less what you or any other survivor main thinks of me. You abused nurse for years and come here daily to ######### and whine about NECESSARY changes. Get over it.

    So where's the SWF nerf, cause clearly they are the same situation as Nurse, as they can break the fundamentals of the game.

    Nurse=SWF, yet Devs didn't bother attempting to fix that.

    And don't say that "Why should we nerf something, just because we play with friends" or "not every SWF is sweaty and optimal" because we can say the same thing about Nurse (not every nurse is good and she was fun to play, and she required skill)

    The funny thing is that SWF requires less amount of skill and time needed to learn in order to be effective compared to Nurse.

    So why hasn't the equivalent of Nurse, which is SWF, been nerfed?

  • @Groxiverde said:

    You can no longer do the super-lunge after uncloaking. Now the lunge is short ASF, like if you were moving at normal speed.

    Wraith didn't deserve that. I hope it's a bug.

    I'm really hoping they didn't do that, the lunge was made because of the uncloaking speed, which made it so that survivors could easily run away.

    If the lunge was nerfed then Wraith is dropping a lot in the tier list.

  • @Shi said:

    I hope every our feedback in PTB have meaning for Dev.

    Since when did they ever look at Feedback from the PTB. Legion is getting Legioned and hes getting the Nurse treatment at the same time.

  • @TKTK said:

    I think it's time to delete deep wounds, put borrowed time how it was before deep wounds and rework legion. DW is such a joke

    Yeah at this point Legion really needs a rework, his power doesn't do anything. Anything he does with his power just punishes the Legion.

    BT got buffed this patch, as a result of the Legion nerf.

  • @[Deleted User] said:

    Not being able to use basic attack perks anymore really is the stupidest part.

    I agree that's what made him bearable for me to play, well I guess I won't be playing him anytime soon.

  • Honestly there is no point in playing legion, except for the daily challenges. He was already the worst killer after his rework, now they are just adding salt to the wounds.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/885656#Comment_885656

    This was not to buff BT, but to nerf Legions Slowdown-Potential. The BT-Buff is a side-effect, but not the aim of this.

    Yes it's a buff, now its basically powerful against stealth killers. BT is currently just a farmer perk with no punishments. At this point they should change it to a 1 time use again.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/885615#Comment_885615

    Which is whatever, because usually you would have sprinted in the Terror Radius. And if someone wants to sprint to keep his Deep Wound, they cannot repair a Gen or do anything else except running.

    But yeah, lets start with maximum outcry.

    Yeah might as well add that they reduced the mending time to 12 sec healing alone, but to 8 sec when healed by someone else. Yep that's not a buff right?

    BT was already strong, and now it got two unneeded buffs.

  • @Rattman said:

    What is the buff? What changed?

    Basically BT won't drop while sprinting

  • @Kycer said:

    Ahhh..? Guys? They buffed the legion by that deep wound change! Now people can’t work on gens inside of your terror radius instead of mending! I don’t understand why so many people see that change as a nerf.. it’s an absolute buff in my opinion!

    You realize BT got an indirect buff right? Also yeah sure he got a few buffs, but that doesn't mean the DW change and that now he can't even use sloppy butcher or STBFL or perk like that in FF anymore. Those nerfs outweigh the buffs, he has no synergy with some perks anymore, his DW got even weaker, and basically they basically made him a m1 killer with no power.

  • @ASpazNamedSteve said:

    I think the Frenzy buffs are more significant than people think.

    Yep that faster vault speed and slightly faster movement speed are so good when Mend doesn't do anything, and that in FF you cant apply sloppy butcher or get any tokens from STBFL, or any perks like that. This whole thing was literally another legion nerf.

  • I'm confused by this post, you only describe what thanataphobia does, I was expecting an idea for a buff.

  • @ASpazNamedSteve said:

    https://forum.deadbydaylight.com/en/discussion/comment/883814#Comment_883814

    No dw I understood, but again I just don't want RNG mechanics added to a perk that's extremely consistent. I don't like RNG in general.

    oh well that understandable, I don't like RNG either, but i don't know a way to add regression without it adding rng as it can be abused. But I feel that brutal strength should cause regression as the name implies its brutal, but I don't want the regression to be too op.

  • @ASpazNamedSteve said:

    https://forum.deadbydaylight.com/en/discussion/comment/881586#Comment_881586

    Nah don't add RNG to a 100% consistent perk.

    I don't reeeally feel like Brutal Strength needs a buff, but at the same time a +5% on each tier wouldn't bother me either. I could take it or leave it.

    I think you are confusing what im doing to the perk, the 10/15/20% will be consistence all the time (No RNG)

    The only RNG part is the regression, the only reason for this is so the 5% regression can't be spammed.

    I could be wrong and that the 5% regression happening consistently could be balanced, but it would require testing.

  • @OmegaXII said:

    You still remember doctor needs buff, right?

    If i see any killer get changed before doc again (ex: freddy).. i'll believe crying on forum is most effective way to ask for changes

    Please, don't think that doc is fine (or any other low tier killers) just because no one cries for him on forum

    Problem is the way devs said about changing the Doc was to make him "more enjoyable to play against" they said the exact same thing about Legion or Nurse before nerfing them to the ground.

    So far, it could be either a Buff or a Nerf.

  • Well current brutal strength only makes you breaks pallets and damage gens faster, I feel brutal strength should at least do like a 5% regression of a gen, but that can be easily abuse, so RNG is really a fair way to prevent the perk being too rewarding.

  • @humanbeing1704 said:

    I wish unnerving presence stacked on a extra 5 or 8% regression I like using it with huntress lullaby

    Actually, that would make sense on Brutal Strength than Unnerving Presence.

    @Acesthetiic said:

    Unnerving Presence-

    Old-

    Survivors within your Terror Radius have a 10 % greater chance of triggering Skill Checks when repairing, healing or sabotaging.

    Triggered Skill Checks' success zones are reduced by 40/50/60 %.

    New-

    Survivors within your Terror Radius have a 10 % greater chance of triggering Skill Checks when repairing, healing or sabotaging.

    Triggered Skill Checks' success zones are reduced by 40/50/60 %. This effect persists on survivors for 10 seconds when the survivor(s) are no longer in the killer terror radius. Timer doesn’t reset if the killer renters the terror radius range and leaves again. This part of the Perk (the 10 second persistence) has a 30 second cool down.

    Unsure about this change and it’s conditions, so feedback is much appreciated.

    Brutal Strength -

    Old-

    Destroy dropped pallets and damage generators 10/15/20% faster.

    New-

    TEST 15/20/25%. If it’s too strong, then keep it the same.

    Tier 1 and 2 are useless and tier 3 just doesn’t seem to be enough to make much of a difference.

    Agitation -

    I like where it’s at.

    What are your thoughts? Let me know!

    I like it, except I think a better change to Brutal Strength would be:

    10/15/20%, and it slightly/moderately/Considerably gives a chance to regress 5% or 8% of a gen

    (Basically I did a Plunderer's Instinct conditions, but for a killer perk)

    That would make Brutal Strength viable without making it OP

  • @PistolTimb said:

    Bhvr will likely change Billy's (Leatherface's as well) addons at some point to make them more consistent with other killer addons. He has no iridescent addons and not enough purples if my numbers are right. Billy's base kit is balanced and shouldn't be changed, but nurse base kit was balanced as well and they changed it for some reason. Hopefully whatever they do with him doesn't reduce his power while simultaneously giving him more build variety with addons.

    Yk I wish that would happen, but I believe Billy will get the Nurse treatment where, they announce they will do add on changes, then announce they are look at the base kit, then announce that they will do "slight" changes, PTB goes live and we find out major changes happened to Billy's base kit where he gets some unfun feature, and then they will ignore feedback.

    Devs have lost my trust especially how they handeled Nurse, and Doctor looks like he's about to get Legioned.

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/881001#Comment_881001

    shards = free cosmettics and killers. They would never do this as the shop is more important than the game.

    Well BP isn't enough for a reward, as it becomes useless the moment you don't need them, also shards are for only 3-man and 4-man swf. I mean currently Devs, say there aren't a ton of 3-man and 4-man swf so a 50 or 100 shard per of those swf game would be pretty fair.

    Also cosmetics that costs shards are usually common and uncommon, and some rare cosmetics. There are few very rare cosmetics that you could get with shards, but even then most of the cool cosmetics are behind auric cells, which means that they still make money.

    Currently, there is no incentive for a killer to face a SWF willingly, and giving some increased rewards would give killers an incentive to play against those SWF, and would dramatically reduce dodging. If I was given double BP and 50 shards to play against a 3-man or 4-man SWF, I would do it as sure it would be a pain, but at least I get some reward for playing against them.

    Double BP isn't enough, heck even triple BP isn't enough incentive, giving shards creates that incentive because you can use them to get a few cosmetics (the good cosmetics range from 13,500 to 23K shards, so 50 or 100 per 3-man or 4-man SWF game wouldn't give too much shards, and it would give killers an incentive to play aginst them in order to get those cosmetics or killers they always wanted).

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/879484#Comment_879484

    Why are you guys complaining about farming? That is CLEARLY a winning position for the killer, so no borrowed doesn't favor farming since all you need to do is hit the unhooked and go after the other survivor. You didn't lose time finding a survivor, probably already got the first hit and the second survivor will have to mend for 16 seconds

    Yes, because farming someone screws over the guy whose gets farmed, except the guy who gets farmed gets a free health state. This perk is supposed made for "anti-camp" but in reality its used as a time waster for killers, and used to farm other people, but gives those who are farm a free health state. This perk promotes farming without any downsides, which shouldn't happen, and a killer should be able to punish farming.

    Also how is this a winning position, both people require 2 hits in order to go down, especially when they are unhooked in front of you. Not to metion that borrowed time has unlimited uses, making it so poor plays get unpunished.

    It's obvious you don't look at the bigger picture, and this is basically a time-waster for an anti-camping killer.

  • @lostkq said:

    https://forum.deadbydaylight.com/en/discussion/comment/876032#Comment_876032

    How so, Poor map design Shouldnt alter a perk, and just because it gives you a sprint bust while running off things and mutes youre fall sound doesnt do much, Most dropdowns INCLUDE a window, You wont be able to properly use that to youre advantage if youre trying to a escape considering you have to fastvault if youre in a chase

    Yeah okay, first Balanced landing gives reduced stagger and 150% movement speed and gives exhaustion. While exhausted, you still get a reduced stagger, which shouldn't happen because no other exhaustion perk still gives a benefit while exhausted.

    So @UlvenDagoth is right, the perk is being set in line with other exhaustion perks.

    Also the factor you get no noise when you drop makes it easier to mindgame a killer.

    Also your post barely talks about DBD in its current state, and infact just mainly rants about a BL nerf. I was expect maybe you would talk about gen times or how there are too many safe pallets and abuseable infinites that are still in the game, but I was wrong to expect that.

    Also NOED can be completely countered before it even gets activated, sorry if doing 5 totems is "too long" even though you get 1K BP for each one destroyed.

  • @ChainsawCharlie said:

    Before criticizing the OP, did anybody bother looking at the survivors items and add ons? Commodius, 3 Brand New Parts (yes 3 in one match make a huge difference), 2 purple toolboxes, and a frickin Skeleton Key with an add on the tracks the killer's position. Was he supposed to beat these guys with Clown or something? Because he wouldn't have, no matter the skill level.

    I swear only killers are held to a higher standard like this.

    They even had 4 BTs and 4 Adrenalines with Prove Thyself on the board on top of everything else.

    His post isn't saying "Hey look at this 4K" it's saying "Hey look at this insanely decked out SWF that was also toxic and I got them to DC and smashed them."

    I also wondered why was the OP getting the not so impressive stuff. Apparently 2 purple toolboxes, a green Commodious Toolbox (argueably the best toolbox) that all have BNP, and a Skeleton Key with increased duration, and a killer spoting add ons isn't op and crutch at all what so ever. They also put purple Oak offering to have the hooks as far away as possible, while having Adrenaline and BT in there builds (I bet the BT was for hook rushing in front of the killer). And to top it all off, two people DCed so one of their teammates could get the hatch.

    There is some major double standards here and the fact is people were expecting a low tier killer to win. Yep, like a legion, or clown would be able to beat this right guys?

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/880984#Comment_880984

    I completely agree with you, if they can fix a very niche issue killer than surely they can dedicate the resources to fixing a problem that plagues killers of all ranks and even survivors if the SWF team is toxic enough.

    Also I hate how they turned the model for what a killer and their power should be (doesn't NEED addons and the power is useful in many ways) and turned that on it's head. Now she needs addons and her power is extremely limiting and punishing to use despite needing to for everything. Bonkers they went 180 on good design :/

    And it's pretty obvious now no one on the balance team plays Nurse, or most killers it seems. If ANY of them did then they don't have the voice to stop the terrible changes.

    Well even if any of them did play Nurse, they could at least voiced a concern or two and possibly have the nerfs not as detrimental as the ones here.

    But so far its really hard to imagine them playing the nurse, and putting the effort to learning her to just nerf her like that and not give a voice of concern of maybe this is too much nerfs.

  • @FriendlyGuy said:

    For a three or four man swf double BP. That would really do it as a bandaid fix until solo survivors received enough buffs.

    I think that would be still too little against a 3-man or 4-man SWF, as those types of SWF c an sometimes just make the game boreline very unfun.

    A better thing would be to give either a double BP, and like 100 shards, or a triple BP and 50 shards.

  • @PistolTimb said:

    I mean, isn't the fatigue she goes through already a cooldown? Why did they slap a cooldown on top of a cooldown?

    Yeah the fatigue is meant to be a cooldown, but apparently that isn't enough to the Devs. I forgot what the Devs said, but it was about the Nurse blinking too much and that adding extra time to fatigue would hurt sensitive people (medical reasons). This leads me to believe none of them have ever played nurse before, or even tested the Nurse themselves.

    The added cooldown, the fact survivors can see the nurse reappear before the nurse actually reappears, and dedicated servers have killed the Nurse.

    Survivors can literally run in a straight line and outrun the nurse without range add ons. The nurse is now an add on dependent killer, and there is now a reason why her kill rate is so low, and this nerf is the reason.

    Here's another question that could be asked, Why did they nerf Nurse but not the survivor equivalent, which is SWF? (Instaheals are not an equivalent to the Nurse, yes they are very unfun to play against but they aren't SWF level. Also, don't start with not all SWF are sweaty or optimal, etc. because we could say the same for Nurse).

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/878928#Comment_878928

    That doesn't change the fact that it's one of the only things you can use to save someone from a camping killer. Try saving someone from a camping freddy after his latest buff. Freddy has insane camping potential right now and camping shouldn't be buffed in any way.

    I'll be fine with BT, after BHVR fixes how survivors can just unhook right in front of you and punish you with borrowed time. Currently, I won't use it as its not used as an anti-camping, and instead is abused to bum rush the hooks.

    Other stealth killers have good camping potential also, and while its dumb that freddy doesn't activate BT. It's also dumb to see that BT isn't used as an anti-camp and its instead used to bumb rush the hook and unhook right in front of the killer without getting punished

  • @Glory said:

    https://forum.deadbydaylight.com/en/discussion/comment/879487#Comment_879487

    Every killer at red has 60% kill rate or better, as reported to us by the devs less than a week ago. Now I'm no math-a-magician (lol), but how can every killer have an average of 60% or better while survivors also have an 80% escape rate? I believe you were specifically referencing 4-man SWF at rank 1, a MUCH smaller and more narrow group than "all red rank survivors." Also, that statistic was pre-freddy rework, wasn't it? Old stats, game has changed

    Sure the game has changed but even the Devs said to not go off on the stats cause they aren't accurate enough.

    Peanits said "Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers."

  • @Karl_Childers said:

    https://forum.deadbydaylight.com/en/discussion/comment/879487#Comment_879487

    You might wanna recheck those numbers man, lol. You just sound delusional as thats not even close to accurate.

    edit- obviously you are referring to the previous stats of the rank 1 80% escape rate, in which Peanits even edited in that it’s wrong. It was 43%. I’m fine to acknowledge that, are you?

    I'm fine to acknowledge it, but also you should be fine to acknowledge that Peanits said "Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers."

    These stats aren't accurate enough to be based off on by even the Devs themselves said that

  • @Karl_Childers said:

    Kill rate is completely balanced (and actually exceeding) to the current speed of gens. People can attempt to dismiss the stats all they want, but it’s a fact that based off kill rate, killers are winning far more games than survivors. The pip system is an issue, but that doesn’t dismiss that. People ultimately play the game to win or lose, and while pipping is important, it will never trump the feeling of most players where they either need to win via kills or escapes. So we add a second objective so kill rates are minimum 80% across the board? Nope. For longer games, you have to add to BOTH sides. No addition should be brought in with the idea of bringing more kills. Extend everything, or nothing.

    Well if the stats are right according to you, then you should be fine to acknowledge that survivors at red ranks have an 80% escape rate. Yep, survivors aren't clearly the power role, despite the 80% escape rate.

  • @ArrowTheGreat11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/878735#Comment_878735

    “Only a minority use BT for anti camp.”

    ”they use it to unhook in my face”

    then sir, you are camping....

    So apparently hooking someone, and then a survivor unhooks the hook in front of your face means camping now.

    Okay good to know, apparently just being around 1 second means your are camping.

    Y'all heard it here folks, just about to leave the hook means your camping. Man I should have read the survivor rule book

  • @anarchy753 said:

    Myers by a long shot.

    Yeah Myer is better

    Demogorgon is good in a chase, has good mobility, and good map pressure, the problem is that Demogorgon screams after hitting a survivor or missing, which gives other survivors an indicator that the killer is on a chase, and to just work on gens. Which leads to gens being completed very fast,a nd making games very hard. I like the Demogorgon, but its very difficult to play him sometimes as survivors get a lot of info just from your screams from Demo.

    Myers can instadown people when in tier 3 and has the best add ons in the game. Myers can also do some jumpscares as scratched mirror myers is one of the best to play. Also myers get undectectable in tier 1.

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/878915#Comment_878915

    Based on empirical evidence, survivors are not, in fact, the power role. Every killer except the nurse has a kill rate of more than 50%, and at the highest ranks, all killers become more dominant, not less. Killers can't win every time, but saying they're not the power role is debatable at best.

    Where is your proof that people aren't staying with this game for the long haul, and they're just being replaced by new players? Because it's very rare for a 3-year-old game to have a high enough influx of new players to replace all the veterans who quit. Especially since quitting veterans will usually badmouth the game and give it bad reviews. Remember, I picked up this game because I heard lots of good things about it online.

    Yet these stats the Devs released don't show the whole picture, for all we know, some of the kills may have been because of 3vs1 or 2vs1 games, where the survivor DCed. Since the stats don't show the whole story, they are unreliable. Also the devs stated to not take the stats literally. But if we go by stats, I guess the 80% escape rate at rank 1 really shows that survivors are the power role. Also survivors control how the match will end as shown with gen speeds and how they can give a killer little time to put enough pressure.

    Currently only one killer can deal with a optimal and strong 4-man SWF, and that's spirit, which says a lot about the balance of killer.

    No I don't have proof, but currently if we compared the numbers from May 2019, it has a 75,000 peak, with only 20,600 staying. Now most likely at least half are not new players, meaning that about 10,300 are new players. If we were the divide that number by its peak ( I will remove the current existing players (10,300) from the peak to make more crediable. Current the peak of that month was 75,000, if we remove 10,300, we get 64,700)

    10,300/64,700 = 15.9% New player retention

    20,600/75,000 = 27.4% Player retention

    That's not a high number, but let's also compare another month to make this more reasonable stats. I'll do November 2019.

    Current players are around 23,500, and peak is around 52,800. Assuming half are not new players.

    New players are 11,750 and peak is around 41,050

    11,750/41,050 = 28.6% New player retention

    23,500/52,800 = 44.5% Player retention


    Those New player retention numbers aren't exactly high, and if we compare it to games like fortnite, League of Legends, etc. they still get about a decent number of new players staying in game.

    But you are right about that DBD that we do have a good amount of player retention, but we don't really have a good new player retention.

  • @arslaN said:

    Agreed. BT is one of the only things you can use to save someone from a camping killer and you should be able to use it consistently against killers.

    I'm sorry what?

    The way people abuse BT is not as an anti-camping perk, but isn't a free unhook where they don't get punish for it.

    BT is already a meta perk, and its also promotes bad plays as most survivors use BT to just get a free unhook, where they know a killer can't do crap against it even though they aren't camping.

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