Dehitay
Dehitay
About
- Username
- Dehitay
- Joined
- Visits
- 2,872
- Last Active
Comments
-
I'm kind of surprised they didn't bring out a bandaged up head cosmetic with the gown
-
@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/798411#Comment_798411
Toxic survivor spotted.
Errmehgerd, me such toxic survivor main!
Either that or you have your head shoved so far up your backside that you haven't realized you can just smack people to get them to leave the match. It's one of the easiest things in the game to accomplish. And this is gonna blow your closed mind if you can open it for a second, you actually get bloodpoints for doing it.
-
It still boggles my mind how some crybaby killers can't figure out the ridiculously easy method to get survivors to leave the match that are waiting at the gate. All it takes is the smallest amount of intelligence to figure this out, but apparently that's too much to ask of certain players.
-
I saw just put a global sound for dull totems getting destroyed like there's a global sound for hex totems being destroyed so solos can count them based off that. And then add a counter to Small Game for extra utility.
-
@ChainsawCharlie said:
Why do you care if he gets to keep his stuff or not? It doesn't effect you. When people DC I laugh because it tells me I'm doing my job well. Getting Rank 1 is easy for me so I don't care if his DC hurts my pipping either, cause Red ranks are very stressful to play killer anyway...
You have get into the competitive spirit of things. If you get this sort of reaction, that means you pissed them off. So don't ALSO get angry. Take joy in the domination!!! Don't feel bad about it and stop trying to control other peoples' actions. All you can do is be the best killer you can be, and that will ALWAYS get DCs.
Players keeping equipment that they should have lost definitely affects the game.
-
Wait a minute, are you telling me that survivors are intentionally grouping up in swf groups to take the most effective strategy of winning rather than to have fun casually playing with friends? But that goes against the creed of swf is for having casual fun with friends.
-
@Peanits said:
At that point, they've got you beat. You've lost. They managed to get the gates ready, you failed to stop them (after failing to stop them from powering the generators). At that point, you just need to play as though the gates are open. You can always open them yourself if you're trying to use Blood Warden.
This was actually tested at one point. It creates a gap between solo players and groups with voice chat. A team on comms can have one guy sit on the gates and tap the controls to stop it from regressing, while solo players have to hope for the best or open the gate ahead of time.
While I think it would be advantageous to make gates regress while they're left alone, I don't really care enough about it to voice too much opinion. However, you said that one member of an swf would sit at the gates and keep tapping it to keep it at 99% when you were testing regression making it pointless. That I have to disagree with completely. Taking a member of an swf team out of the equation for swarm hook saves is a huge advantage for the killer.
-
@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/773412#Comment_773412
Dedicated servers were required for the Switch version. Instead of supporting several versions of the game they decided to deploy servers for all platforms.
To me dedicated servers was never a good idea. People thought it was going to solve all these phantom hits and such. These types do not know what latency was or cared to learn. Survivors seeing worse hit detection (they scream hitbox) is a predicable outcome of these servers. Not to mention how killers are ######### over by them.
Wait, is that true? Nintendo doesn't even use dedicated servers for Mario Maker multiplayer, but they demand other developers do?
-
I've always thought it would be cool if there was an altar to the entity in the basement that interacting with would do different things like allow you to heal to full health without a medkit or self-care, and pick yourself up off the ground without another survivor's help in exchange for making it incredibly dangerous for you especially if the killer has Territorial Imperative.
-
Iron Maiden doesn't even always show location. The perk could at least be buffed to work the way the description implies.
-
Having it actually be difficult to rank up is a good thing. It was way too easy to rank up before allowing people of poor skill to end up in high ranks. There's far closer a semblance to balance than there was in the old system. It really should only be a problem for people who want being high rank to be easy for them.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/605657#Comment_605657
Removing his slowdown while holding his bottle and making intoxication last a second longer. That wouldn’t break him, I don’t think.
@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/605657#Comment_605657
His bottles don't help with loops
You lose time while charging the throw and from reloading later so the slow doesn't even really help because you barely save time, if any
Are y'all absolutely sure there's a movement penalty for charging and holding bottles? If so, it's so minor I don't even notice it.
-
After you power 5/4/3 generators, instead of using the electricity to power the exit gate, you can redirect the power to the bat signal, activate it, and Batman will come save you from the killer.
-
I'd say get Ghostface since you can actually get plague with shards, but to my knowledge, you can't get Ghostface that way.
-
Addressing the post to both survivors and killers and then requesting them to stop suiciding on the hook forces the idea into my head of killers suiciding on the hook.
-
If you're on the PC, it's both. Matchmaking is messed up cause the system currently in place is supposed to find all 5 players before making the lobby, and then make it with all 5 of them in it. However, it doesn't do that, so what happens is killer has to wait for about 5 minutes for the lobby to get made and then it's random how many survivors are in when it's made and then they have to wait close to what they previously had to wait for instant lobbies on top of that.
But it is true that there are more killers than survivors on PC. For some reason, consoles seem to have more survivors than killers though.
-
To my knowledge, they haven't touched the mechanics of the lunge, just the visuals.
-
PGTW would be my suggestion if you weren't already using it. After Ruin and PGTW, I guess the next best perk for delaying the game would be Corrupt Intervention which has been mentioned.
But if you're just looking for a good perk for Plague rather than one that increases game length, there's BBQ for the bonus bloodpoints which I love. Blood Warden also makes for some hilarious end game plays. Brutal Stength is good if you're constantly having to go through pallets.
Actually, now that I think about it, does Stridor affect the volume of survivors vomitting? If so, that might have some good syngery with the Plague. I don't know whether it does or not though.
-
One thing they absolutely need to do in my opinion is return his vault speed to what it was. His current vault speed is a joke. He was specifically designed to be able to catch up to survivors looping around a vault, and yet they can loop him around a vault now.
Then there's the list of other nerfs that one or two would have been ok with, but they nerfed him in so many ways that he's just a joke now:
- reduced feral frenzy movement speed
- increased fatigue stun time
- feral frenzy ends completely on a missed hit
- charge bar gets depleted on pretty much everything regardless how much charge he had left
- mending stop deep wounds progress
-
No Mither could definitely use some buffs. The one thing that definitely needs to happen is a buff to survival and boldness point gains for using No Mither. Though the free escape cake effect is pushing it a bit. In order to accomplish 1, they could put the perk user in a constant exposed state rather than a constant injured state, but that would ruin it's synergy with certain other perks so I'm not sure if that's better or worse.
-
@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/601014#Comment_601014
Keyword: Punished.
No offense, but some of these ideas you all have had to "balance" swf are not balance just penalties. Limiting the gameplay for them instead of adding an alternative.
As someone who seems to lobby for killer, I would've assumed you would request something for Killers or actually wait until the next patch to see what else they do to maps and perks they may give in the upcoming chapter to help. Or maybe even have discussed the upcoming rank Rework for the killers.
Just to reiterate, the suggestions are penalties for the most part not balance changes. It would just make playing with friends as Survivor greatly unfun.
It just seems you play killer majority of the time rather than both sides. And it seems alot of people forget, the devs don't want people to view this game as Survivors vs. Killer.
They want players to view this game as a complete thing.
Funny how it's punishment when it happens to survivors, but not when it happens to killers. "Limiting gameplay"? That's what the majority of reworks do for killers. Hag and Trapper were the only reworks where they clearly became better. Wraith was close, but they shadow nerfed his ability to see blood in stealth which was a step backward after the step forward. Freddy is more viable, but his options haven't expanded and it's hard to say whether he has more options or is more limited in playstyle yet.
But every other change I can remember definitely limited the gameplay of killers. The original Freddy nerf destroyed him even though he wasn't powerful to begin with. Early trapper changes limited where he could put his traps which is definitely a limitation even if a well deserved one (situation sound familiar?). Plague got plagued with limitations from ptb to release reducing her viability dramatically. Clown's bottles have received a number of nerfs limiting their usefulness. And of course nobody is going to let you forget about the Legion rework which removed all kinds of possibilities and limited it to a preset style of gameplay where you use the power to try to get an easy first hit and then god for the standard M1 killer down. Again, Legion's rework was very much needed and very much limiting EXACTLY the situation that any limiting swf reworks would be.
This isn't the first time they've touched the Nurse specifically. Last time they touched the nurse, her default blinks went from 3 to 2 which is definitely limited. And all common sense dictates that they're going to at the very least reduce the 5 blink maximum that addons provide which will be further limiting. Personally, I won't be surprised if they made her base kit only have a single blink and force her to be addon dependent for a 2nd blink. Omega blinks also have an incredibly high chance of having their range reduced or have stacking removed which will further limit her. And yes, 5 blink nurse and omega blink nurse should indeed have it's power reduced, but even if it should happen that's still limiting, but tell me why it somehow isn't punishing when if you do the exact same thing to swf, it becomes punishing?
-
You're gonna have to give some comparisons. If it's literally everything, then simply adjusting your volume with solve everything. And the fact that you said everything is both loud and muffled makes it difficult to understand the problem.
-
@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/599863#Comment_599863
I mean both. He is functionally broken and broken in a game play sense. Rubber banding is a dumb thing to happen, and with Doc it happens all the time. He is a walking lag spike. Plus as I mentioned before the whole "can't heal in Madness 3" thing is broken because it means if Doc slugs there is nothing you can do about it.
Nothing about his kit is good. He needs to be fixed in more ways than 1. I'm all for making him a stronger killer if that means some of the BS aspects of his kit were removed also.
Lol, I'm also in favor of making doctor more powerful in exchange for being less annoying. He's actually rather weak when you know exactly what his power does. Especially since the duration of how long his shocks prevent pallet drops or vaulting is ridiculously short.
This madness 3 BT combo you hate so much is really not that hard if you just approach it intelligently. Either the doctor is or is not chasing you. If he's chasing you, deep wounds isn't going down. If he's not chasing you, just snap out of it instead of trying to find cover like almost every single survivor seems to do.
-
@EldritchElise87 said:
They are working on what makes SWF opressive in the map changes, removing longer loops, reducing the number of safe pallets and generally making looping a way to buy extra seconds and escape, as opposed ro just being able to mindlessly run for an entire game.
And you know what, ill say this as a Killer veteran, SWF can be annoying, when you get a perfectly optimised group that play every tile optimaly with pitch perfect routes, those are incredibly rare even at R1, and if your team has got to that level of communication and skill, yes you should have an advantage. Just as putting hundreds of hours into Nurse should give you an advantage to learn her.
That has nothing to do with SWF and everything to do with how much power a lone survivor has over the majority of killers with how long they can loop them. That's an entirely different problem, but also one that needs to be solved, just like hard camping, gen rushing, tunneling, and intentionally disconnecting.
-
@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/600914#Comment_600914
OK I'll bite
tell me how to """balance""" SWF without making the game even more miserable for solo survivors in an easy way. I'll wait.
It has to be a fix as easy as tweaking a killer btw.
And it can't make the solo survivor experience worse.
The very first post in this thread has 5 possibilities that would reduce the impact of oppressive swf groups without affecting solo players, but just for the hell of it, I'll give even more cause the ideas aren't hard to come up with if you actually try to think of them instead of be close minded.
- Make only one instance of certain perks available amongst all players in an swf group. Obviously perks like WGLF should be available to everybody, but forcing variability in a number of the more potent perks like Balanced Landing and Self Care would reduce impact.
- After the game has loaded, show in the HUB which survivors are part of a swf group. This gives the killer a significant amount of info about what to look out for which is only fair considering the massive amount of info survivors get from voice communication.
- If one swf member disconnects or suicides, the hatch won't open if the last remaining survivor is also in the same swf group for a minute after they die.
-
@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/600901#Comment_600901
I said that swf isn't just individual skills. I also said it was a mix of things, which is more of the reason nurse is first to see balancing for because shes easier to do.
They are actually working on swf believe it or not, with map reworks and etc. But they're not avoiding it because it's harder, it just takes LONGER due to so many variables.
It's not just nurse getting balanced she's just the first step of many.
There are a hundred things that are easier to do than the swf rework. Giving something priority because it's easier is a fool's path. The most pressing matters are the ones that should be given priority.
Map reworks at etc have nothing to do with balancing swf. That has to do with balancing maps and etc. There has only been a single time that I can recall them touching swf and that was to make things easier for swf groups. They attempted to get all 4 survivors to load in at once so killers couldn't tell if they were going against swf or not. It was an attempt to stop killers from dodging, but there was a problem with the system that caused longer queue times so they reverted it. Though ironically, they have since added a much more screwed up version of that system back that has the longer queue times but doesn't have the survivors all loading in at once.
Trust me, it's not "variables" making it take longer. It's laziness. It's the fact that they're just not doing anything about it.
-
One of the possible "tweaks" is that she'll end up with only a single blink at base and require addons to get her second one back. And based on how current additional blink addons work, this would quite possibly weaken her if it does happen. This is exactly the kind of stuff BHVR is known to do.
-
@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/600866#Comment_600866
You say pick one, but this is a multiplayer game swf is not just the culmination of ones individual skill, it's a mixture of map design, team coordination and more.
Especially since this is asymmetrical, it would be more difficult to balance around that.
Yes, balance should be determined by the highest skill level so things aren't broken. But in team play it's harder to do so due to coordination.
So balancing nurse first is a start, this isn't saying swf shouldn't be balanced as well. But this does not negate the fact nurse needs to be rebalanced.
Balancing an individual killer who at the highest level of play breaks the game, is the easiest to do at the moment because it's one individual character.
When balancing swf, you don't have to balance all 4 characters individually. It's just one system. Hell, it's not even like there's a mix of different types of survivors to make things more complicated. Balancing swf may not be as straight forward as some more simpler reworks. But refusing to do something because it's hard is a horrible idea. And even then, it won't be any harder than listening to creative ideas if they're not creative enough to come up with them on their own and seeing which ones work.
They introduced swf into the game knowing it would be a problem and then have proceeded to take absolutely 0 steps towards solving it. Meanwhile, they've already worked on pretty much every single killer at least one time including the Nurse already. It's years past time that swf was given the focus.
-
@xChrisx said:
She deserve a Nerf stop complaining for something broken
@Gardenia said:
Nurse needed to be changed, the game is changing, maps are changing, to make the game balanced for both killer and Survivors. And Nurse herself is a killer that completely messed with the balance. Yes there are hardcore swf, but it's easier to work on nurse first than tackle swf.
Noone should also be punished based on the assumption every swf is a depip squad.
Nurse and Hardcore swf are just like the maps, a game design issue. And all 3 are being worked on currently.
@rina said:
https://forum.deadbydaylight.com/en/discussion/comment/600513#Comment_600513
Nobody is “punishing” Nurse, it’s just about time she receives her nerfs, she doesn’t belong in current dbd. And they are not even nerfing her, they are just nerfing her addons.
Just like nurse needs to be reworked for balance so does swf. Since y'all are capable of realizing that nurse needs to be balanced, then you can admit that swf needs to be balanced right?
-
@MegsAreEvil said:
https://forum.deadbydaylight.com/en/discussion/comment/600513#Comment_600513
The one thing hasnt anything to do with the other thing. You cant punish people for playing together in an multiplayer game, otherwise the game will die insantly, cause at least half the playerbase will not play anymore. pls just try to think about what you wrote. you should understands thats its false logic at all.
The real accomplishment would be if YOU tried to think about it. The fact that you consider balancing swf to be "punishing working together" and yet say that balancing the nurse isn't "punishing high skill" is a prime example of bias and hypocrisy. It's not punishing working together; it's just making it fair. What it actually punishes is oppressive gameplay which seems to be your definition of "working together".
-
@altruistic said:
SWF matchmaking is based on rank overall btw. If you play with a rank 1, 2, 3 and 20 your killer should be about rank 6.
Definitely wrong. Devs have made it quite clear that it bases the rank of the killer closer to the rank of the person who created the swf lobby. But way to be a complete and utter ######### about it while being completely wrong.
But back to the original post, they have stated that they're working to make it based on the average rank of the group rather than the rank of the group starter.
-
@rina said:
https://forum.deadbydaylight.com/en/discussion/comment/600369#Comment_600369
If you are suggesting punishing people for playing together then you might as well remove swf because nobody is gonna play it.
@MegsAreEvil said:
LOL ... punishing players for playing an multiplayer game together. Just how biased are you?
So I assume both of you are upset that they're "punishing" the nurse for building up skill. Well, either that or the much more likely possibility that you're massively biased hypocrites.
-
@gantes said:
Changing SWF is, by nature, much harder than changing the Nurse. One is changing a single killer, the other is revamping how half of the game works.
I do think both need changes though. For now, they can't do everything at once, and I'm happy they're tackling the Nurse first since she's so highly picked at high ranks and an efficient 4-man squad is so rare.
I'm ok with them balancing the nurse, but I heavily disagree that they should take care of the nurse before they take care of swf. Unlike the nurse, swf requires no skill, only effort to be oppressive. And their reasoning for tackling the nurse was the longstanding knowledge of imbalance and player feedback. But there's definitely been way more feedback about swf groups than the nurse, and knowledge of swf groups being problematic has existed before they were even added to the game acknowledged by BHVR themselves even though they've since deleted the evidence. The fact that they're doing the nurse before swf is ridiculous in my opinion. I honestly don't believe balancing swf to be that difficult unless you're seriously uncreative.
-
@Entità said:
https://forum.deadbydaylight.com/en/discussion/comment/599197#Comment_599197
Maybe we must wait for the dedicated servers...
There's no logical reason that would help things. All dedicated servers will do is change the host for the lobby. If there's any actual change to match making, it will most likely be things getting worse due to unforseen compatibility issues.
However, I will admit it's most likely that the current system will likely be needed come dedicated servers because the original system most likely has the killer being the host hard coded in.
-
Definitely enduring and spirit fury. It reduces the required stun from spirit fury by half which wildly increases your chance of getting the hit.
-
@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/599212#Comment_599212
@Dehitay thoughts on my completely serious addon ideas?
The first one seems like an overwhelming nerf which is brutal for an ultra rare. The second seems like a mediocre playstyle change which isn't worth ultra rare. The 3rd is about right. The 4th will be good for surprising survivors but might not be strong once they know what's happening. The 5th seems like it could be crazy strong.
But one thing that is definitely right on is that Plaid Flannel needs to be common or uncommon at the most. The fact that her training wheels addon is very rare is a cruel joke.
-
You're way off the mark if you think the reason is because killers are getting buffed. First of all, that sure as hell isn't the case to begin with. Second, it's obviously a result of the current matchmaking system regardless of how much BHVR staff will try to claim otherwise.
The original matchmaking system allowed killers to make a lobby instantly and then filled it with survivors as quickly as possible. Queue times varied quite a deal, but they were definitely shorter than they are now. Current matchmaking is supposed to find 4 survivors and a killer, make a lobby, and put them all in at once. But obviously, it doesn't do that. So now instead of getting instant lobbies, killers have to wait around 5 minutes for a lobby to get made and get a random number of survivors in that lobby when it's made. If it's not 4, then they have to wait even longer for it to fill.
For the most part, it seems they basically added 5 minutes to the killer's wait time for queues and refuse to change it back. And I don't know if they're still trying to update the broken system and failing or just not trying at all.
-
@doitagain_ said:
I just hope the new nurse add-ons aren’t something like this:
-Increases speed to 4.6ms. Removes the blink ability. Grants 200% bloodpoints in the deviousness category.
LMFAO. I'm seriously busting up laughing over this cause it's way too real considering other addons even though it's so ridiculous.
-
@Entità said:
https://forum.deadbydaylight.com/en/discussion/comment/561077#Comment_561077
Have the tests failed? Where did you read it? What would this failure consist of?
The goal of the system is to wait till all 5 players are found before creating the lobby,. Time and time and time and time and time again that does not happen.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/597502#Comment_597502
Here's a fun list of killer perks that meet the same requirement of no skill and your stupid logic.
- A Nurse's Calling
- Agitation
- Bamboozle
- BBQ&Chili
- Bitter Murmur
- Bloodhound
- Bloodwarden
- Brutal Strength
- Corrupt Intervention
- Coulrophobia
- Deerstalker
- Discordance
- Distressing
- Dying light
- Enduring
- Fire up
- Franklin's Demise
- Furtive chase
- Hex:Devour Hope
- Hex:Haunted Grounds
- Hex:NoED
- Hex:Huntress Lullaby
- Hex:Ruin
- Hex:The Third Seal
- Insidious
- Iron Grasp
- Knock out
- Lightborn
- Monitor & Abuse
- Monstrous Shrine
- Overcharge
- Overwhelming Presence
- Pop goes the weasel
- Predator
- Remember Me
- Save The Best For Last
- Shadowborn
- Sloppy Butcher
- Spirit fury
- Stridor
- Surveillance
- Thanatophobia
- Thrilling Tremors
- Unnerving Presence
- Unrelenting
First of all, the fact that you listed every single killer perk instead of just the no skill ones means you completely missed the point. Second, I'm not the one crying about skillless perks. Because I half half a functioning brain, I possess the minor amount of intelligence required to realize that a game feature that's meant to be passive isn't going to require skill to use. It's not my stupid logic; it's the OP's. Though you're clearly lacking in logic as well to both miss the type of perks listed in addition to being unable to identify who was complaining about skillless perks.
-
@ZacKdbd said:
https://forum.deadbydaylight.com/en/discussion/comment/597599#Comment_597599
You can’t prevent a team for leveling up fast because they are playing with their friends. Or even prevent them from using an insta-heal because the game limits them to 1 since they are SWF. Imagine wanting to use an instaheal or a toolbox but you can’t because your friend is bringing one.
Imagine not being able to use omega blinks. Imagine not being able to use 5 chain blinks. It's called balance. Balance is far more important than what people want. I'm sure survivors want the old sabatoged hooks don't respawn, but that's not balance. I'm sure killers want the ability to put beartraps right under a hook so the rescuer can't rescue without disarming it first, but that's not balance.
-
@ZacKdbd said:
https://forum.deadbydaylight.com/en/discussion/comment/597581#Comment_597581
I’m not biased. But a SWF or a random surviving team can have the opportunity to do the exact same thing. Both can all bring insta-heals, toolboxes, DS, adrenaline, dead hard, borrowed time, kindred. Any perk that a SWF can bring, so can a random solo team.
a SWF can easily be bad or even mess up and lose.
so why punish a SWF team for actually working together and bringing on good teamwork? You don’t see call of duty kids who play search in destroy crying for a nerf because the other team who is using mics is telling each other where the enemies are.
Why punish the Nurse for killing survivors? Oh wait, what's that? They're not punishing the nurse; they're just making her more fair to play against. THAT'S EXACTLY WHAT NEEDS TO HAPPEN TO SWF!!! It's the bias of entitled survivors that blinds them from seeing that obvious reality. Any rework of swf similar to the rework of the nurse is "punishing teamwork".
And while obviously solos can bring anything an swf group can, it's the massive advantage that voice communication gives to swf groups that makes use of what they bring WAY more impactful than what solos bring. Any killer aura reveal a single swf group members brings reveals the killer's location for the entire group. That doesn't happen for solo players. An insta heal can be used as soon as another survivor goes down with easy for an swf group. It requires a hell of a lot more effort for a solo player. Kindred is almost useless for SWF groups but crazy useful for solo players.
-
@ZacKdbd said:
Punishing a team for working together sounds like the most [bad word] thing I’ve ever heard.
It's exactly the same thing as punishing a killer for doing their job. If you weren't so wildly biased, you'd realize this is about balance. This doesn't punish survivors for working together. This helps make optimal swf gameplay less oppressive.
-
@Mat_Sella said:
The main reason i dislike some Nurse's is the lack of punishment for missing an attack. Because regardless of how much you juke, they can easily catch up to you regardless, and its harder to juke a killer that has autoaim anyways.
4-5 blinks equates to 4-5 attempts to be close enough to land an attack. If a Nurse still fails after that many blinks, its on them, and there should be increased punishment. Mobility is the strongest tool, and Nurse is omnipotent when it comes to that.
I'm not saying Nurse is the most annoying killer by any means or that i hate her (unless you're that slugging Nurse, i dont feel like playing the bleedout simulator), all i believe is that a killer's power budget should be normalized by their difficulty, I know Nurse is one of the more difficult ones, but is it enough to break the game?
Missing an attack of missing a blink? In case you haven't noticed, nurse has the absolute worst punishment amongst all killers for missing an attack. If you make it much worse, any missed attack would practically be a garunteed escape.
As for the 4 to 5 blinks, I'm pretty sure that extra blink addons and increased range addons are the exact addons that they'll be working on in addition to maybe some others.
-
Here's a fun list of survivor perks that meet the same requirement of no skill that you just went on a whining spree about:
- Adrenaline
- Alert
- Boil Over
- Borrowed Time
- Break Down
- Calm Spirit
- Decisive Strike
- Distortion
- Iron Will
- Kindred
- Left Behind
- Lightweight
- Prove Thyself
- Resilience
- Sole Survivor
- Spine Chill
- Streetwise
- Technician
- Tenacity
- Up the Ante
- Unbreakable
- Urban Evasion
- Vigil
- Wake up
- Windows of Opportunity
-
How did you figure out about these buffs? Why were such significant buffs not mentioned?
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/597043#Comment_597043
The many, many posts, videos, and discussions about some of her add-ons being too much, as well as the statistics we've collected over the last three years. We're not going in flailing around the nerf hammer hoping for the best, we're looking into the stuff that is almost unanimously agreed upon.
You mean the exact opposite side of the coin as SWF? Please tell me that balance update is coming next.
-
@deadbyhitbox said:
From what I've noticed, snares have been pretty effective. Watching good killers utilize them properly taught me how to do the same, and I've found them extremely useful. I find the pallets to be much worse, because good survivors will keep track of the pallets they see and use. Snares are hard to avoid in the right spots, and when they do avoid them, they lose distance because they had to take a wider path to avoid them.
What are the right spots? All I've ever seen be useful is putting them next to high traffic vaults like shack to force slow vaults.
-
There's no way this has happened multiple times as described. This would be equally boring for the killer and rob him of both easy bloodpoints and an easy victory.
-
I thought this was going to be about the antagonist from Ghostbusters.

