DoomedMind
DoomedMind
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@edgardot02 said:
https://forum.deadbydaylight.com/en/discussion/comment/1980165#Comment_1980165
I think Piramid Head only needs a slighty buff when casting his ability because red rank survivors can evade or predict you very easily by hearing the sound you make just before the ability reach to them. Other than that it's perfectly fine A Tier Killer.
I disagree, in red ranks you can use his power and succeed in situations other that windows and pallets, as I said I love to go for prediction, his slightly buff made missing his power less punitive than before. Now you can pretty spam it without losing a lot of distance/time.
But I think that at least the brown (or maybe the yellow) range add-on to be basekit would be nice, or maybe I'm addicted to double range add-on.
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@edgardot02 said:
https://forum.deadbydaylight.com/en/discussion/comment/1980012#Comment_1980012
I like piramid head but personally I have to try harder with him to win a game than I would have to do with freddy or spirit for example.
I honestly think piramid head needs a buff.
Because at the moment you launch the skill the players know that they have to change direction and they can evade it very easily. I would give a buff on that skill whether there is not so much space between the sound and the moment the skill is launched or that the ability can be cast faster.
Maybe and I still need to learn to play it better, but as I told you with Freddy and the spirit, I don't need to work as hard as with piramid head for it to work for me. I mostly use his ability to make people zigzag during chase.
Man Freddy and Spirit are sooo easy to play (Spirit with two or three games you got the habit of hearing and evaluating distance), it's not a good pick for a comparison... x)
While playing PH, you have to be aware of where pallets and windows are, and to aim more or less well.
I'm often in situations with him where I had so many good and fast chases that I can go for crazy predictions later in the game without loosing pressure if I miss my power attack.
And negating DS, and a looot of other meta surv perks makes him more powerful than just an anti-loop killer. I'm main Nurse because I hate to be looped, and the second killer I play almost as often as Nurse is PH, you can do incredible plays with him, without sweating too much.
And, to be honest, I prefer PH because he's far easier than Nurse, I pick him when I want chill game.
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@Dasher_102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1979024#Comment_1979024
No I'm complaining because I'm not even getting a chance to learn nurse. The gens just fly by way too quick and I'm literally trying to learn the basics to nurse. But I didn't realize the new mmr wasn't out yet which is why I complained. Guess I'll wait for it to come out
Actually I learned Nurse when I was rank 2.
And that was hurtful. Like, really. Just take the Plaid Flannel the first two games and the Wooden Horse, then switch to Horse and the Dark Cincture.
And take a solid regression build that would give you free chase to train :
Tinkerer/Undying/Ruin/Sloppy
That way you can stop them to make the game lasting longer. Plus Sloppy would sometimes make a few survivors staying injured, giving you easier chases !
That way, you'll have far less stressful game.
And if you reeeally don't like to run Undying/Ruin :
Sloppy/Nurse's Calling/Chili/Infectious
Gl gl mate, you'll need it. You'll get comfortable with Nurse in several weeks, and you'll be unstoppable in a month (it depends on everyone, but in red ranks sure it's longer, but you'll get good habit of how good surv are reacting facing Nurse).
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Tinkerer is fine. If survivors are doing gen like tourists, without paying attention to their surroundings, it's their fault. For a long time I ran Tinkerer (immediately after its buff, until Undying nerf, now I prefer Devour/Undying) while playing Nurse, and sure it's effective, but when you got caught one time, you'll never get caught.
And when I play Survivor, I'm always paying attention when reaching +70% if there is ruin in the game (cleansed, or not cleansed). And as said above, if I get caught one time, I'll never get caught later. Actually you can harass the killer with it.
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I think the blight has a high skill ceiling, like, without the brown add-on to immediately look at the neatest survivor, it takes some training to do that immediately. He's kind of hard (IMO second hardest killer to master in the game, behind the Nurse, or third behind Hillbilly), so I don't mind him to be strong if mastered.
And for real, he has a lot of counters, you "just" have to be careful where you are going when he chases you.
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To be honest, I run Undying/Devour and that's disgusting how easily I get to Mori every survivor.
And as a survivor, I always have Small Game in my builds.
Hexes had never be that powerful until Undying nerf.
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@reeves7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1975868#Comment_1975868
What are you talking about; im stating some problems that alot of people complains about,im not obligated to litsen to you or anyone. Keep your advice for yourself
This "lot of people" are bad, that's all. And nah I won't keep my advice for myself, "kid"
Just get good, don't be a pain for everyone here because you're bad at the game.
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@reeves7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1975083#Comment_1975083
https://forum.deadbydaylight.com/en/discussion/comment/1975083#Comment_1975083
im a red rank survivor to(even rank 1 before)i know how the game is build. when i can run and loop killers for 3 gens imagine what 4 same level as me survs can do,teams or solos. Well thats what happens to me as a killer and i cant do anything about that except mastering nurse,but im on console so i cant unfortunately for the obvious reasons.
You're not listening to anyone here. You're like "I'm perfect and know everything about the game, i never do mistakes in my games", and you're rude toward other people, change your mind
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On the paper it's just adding a boolean stackable set to false, or anything like in the Prove Thyself code, and changing the value of the aura reading bonus.
Like, 5 minutes MAX to change that.
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@bgbomb said:
So yes i try the new ability for clown.
And i have to say it is so useless.
I am not complaing about it is too weak or it will buff survivor or etc etc.
In fact I don't even have a chance to see how strong or weak it is.
Because of the ######### stupid delay time for the gas to expand.
Do not say that you can't use it to speed up in chase or use it to "tactical guidance" or something else to gain advantage, you can't even speed up survivor even you throw right on their face.
This new ability is just so pointless and useless.
PLEASE
REMOVE THE DELAY TIME FOR GAS TO EXPAND.
No the activation is a smart thing, but it waaay too long
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1974159#Comment_1974159
Not true for console, crashes are quite common. I restart my Xbox after every 3-4 matches to bandaid issues like this we've been dealing with for years. Restarting also mitigates the fps drops some, but no one should have to work around stuff like this.
Oh yes sorry, I totally forgot the console situation. I don't know anything about it. :x
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@Toybasher said:
IIRC the game can already sort of tell. If someone quits via LEAVE MATCH there's the "death gong" and their body remains in the trial until they leave the lobby. In the event of a lost connection there's no noise and the survivor vanishes.
At least it used to be that way. I know for a while the DC sound effect used to never play on leaving the match but it seems to be back.
One issue though is if lost connections don't punish you whatsoever, survivors might start pulling the internet cable when they want to DC to ensure they get no penalty. I remember back in the days before dedicated servers survivors would actually do this to save their items and BP. (Since the killer used to be the host, killing the connection would make the game think the killer DC'd)
I think the penalty could be improved a little bit though. But you have to keep in mind if it punishes less harshly for crashes/lost connection survivors might start killing the game via task manager or disabling their internet connection to avoid the penalty.
You can leave by Alt+F4, and as @Yatol said, you can also leave by using the task manager, it's impossible to know if the crash is a alt+F4, a kill task, or a real crash.
Anyway, currently the game doesn't crash as often as mentioned in the post. Take a look on your computer config (hello bad custom overclocking), or check/repair the game.
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@shadowman0105 said:
https://forum.deadbydaylight.com/en/discussion/comment/1972558#Comment_1972558
Maybe an alternative would to make the gen appeared to have a lot of progress but really it wasn’t worked on much.
It would be so damn oppressive. It must have a cooldown, like, 60s, or a recharge and active button plus last for 30/45/60 seconds, like Repressed Alliance.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1969792#Comment_1969792
There are killers that change basic looping without removing it like nurse does for example Pyramid head or the two trap killers. These killers change looping in a unique and fun way but don’t cut all option if you’re fighting a good one
A good Pyramid Head will get you super fast most of the time, and Hag is disgusting, I just hate to be against her, be camped and never see her traps is annoying. Concerning the Trapper, he's fun to go against, yes, and you have to play careful, that's cool.
And it's cool to have a killer you don't have to basic loop with.
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This is why a big majority of killers uses Undying/Ruin, you don't have to lose your time to kick, and you got a decent regression.
Or you're super fast in your chases and apply a huge pressure, or one time you'll have to defend your hook surv. When you see generators are flying, you lose pressure. So you have to...
- Play normally and hope that survivors will make mistakes because overconfident (or anything else).
- Or rely on pressure making strategies, slug and/or protect your hook. When you slug, you immediately can defend a gen and start another chase, forcing a third survivor to go heal the downed guy (beware of unbreakable). At least 3 survivors are doing nothing productive about gen. When you protect hook, you're trying to confirm a kill (making a 3v1, and making the slug strat super effective), and survivors will come to you. A survivor is coming ? Hit him : he wants to commit his unhook ? Hook him and repeat ; he goes away ? Pursue him, but don't go farther than 12-16 meters from the hook. By doing that, you'll get survivors injured. It has to be played smartly, or might just got robbed your game. Patrol around the hook.
Survivors don't like these plays, but sometimes you don't have any other choices, this is strategy. If you see Tournaments, killers do that very often, or else they loose pretty bad (even top tier killers like Nurse or Spirit). Don't be ashamed of playing smartly.
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Survivors just don't want to change their playstyle.
Only god tier survivors or Nurse mains know how to play against her as surv.
As a Nurse main, I just LOVE to be against her, there is so much mind games possible, you have to be observant, you have to search places where you can lose LoS AND with multiple ways, and you can use pallets if you're desperate, but you have to be patient and know exactly where she would go with her charging time. You have to be in her head.
But sure, if you go in the open, "iT'S OP hOw YoU cAn dO NoTHing AgaiNst heR", don't blame a killer mechanic if you create the best situation for it.
And as a lot of people said here, be unpredictable, and if she has the double range add-ons, it's quite useless to hold W after breaking LoS.
Don't change her, I love how games are different when there is a Nurse, I don't want to basic loop every game, as a survivor, or as a Nurse.
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PHead is powerful, and i think balanced right now, he's a A-tier Killer, and a god anti-loop killer
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@DebunkedMonsters said:
idk, seems a little broken tbh:
- You can stop only gens being worked on and force survivors to pass a difficult skill check or lose 10%
- You apply all generator affecting perks to it
Dragon's Grip could cause all survivors to scream and reveal themselves and then all be exposed for 60 seconds. You can literally give any killer Tier 3 Myers.
Overcharge would give them a second difficult skill check and regress for a max of 15%.
Pop would damage each for 25% and then potentially apply an additional 10% (Mix that with Overcharge and you now have 40% regression)
Surveillance would activate automatically for up to four gens if survivors are working on them.
Lastly, Trail of Torment would give you four generators total for survivors to find and begin progression on again or continue to allow you to have Undetectable potentially for the entirety of the game, turning any killer into a stealth killer.
Everything is said there.
Actually I don't think Oppression has to be changed now, it saves time for the killer, and can give you tracking (depending on the survivor), there are plenty of perks which need much more attention than Oppression ! :)
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Actually it's totally okay-tier when paired with Hope and friends. Okay you have to survive till the end, you chose two perks only for the end of the game, but hell yeah, it's a super fun combo when you want to do weird perks things and combo.
Every perk doesn't need to be powerful, or actually useful. Juste gameplay changing perks are good for players that want to play a different way.
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Are you sure about that ? Being in the Pig's Terror Radius will put the RBT timer on hold ? Or it has changed, or you're wrong. The timer stops only and only if you're in chase with the Pig : dead by her hands or dead by RNG-RBT.
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Yeah it happens the same to me too the first time I tried Doc, a whole SWF rank 1 bully squad, that was not a fun one.
You can't do anything, matchmaking is random, you can get everything, like a full team, that happens sometimes, that's the game
And if it does happen, just change your mind state : you'll got stomped hard, you know that, just play the game, trying strategies, see the weakness of the killer you're learning when facing good survivors, and lose, and why not get 1 or 2 kills if they are reckless. As you're learning a killer and don't have any perk, just learn, don't play sweaty :)
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@Lexilogo said:
Pig is plain and simply not strong. Most players consider her an extremely average Killer.
If you die to Reverse Bear Traps, you only have yourself to blame. UNLESS you're on one of the largest maps in the game, your Survivor team finishes a gen after you've been RBT-d, Pig is running Tampered Timer, your RNG is terrible, and the Pig deliberately tries to stop you using her Terror Radius' timer pause to your advantage by doing stuff like stealthing. ALL of those conditions need to be true for death to an RBT to genuinely be inevitable. (Or, if Pig is being really toxic and following you 24/7 while crouched, which is essentially just facecamping, not really a regular game scenario)
Her only ability besides the RBTs is stealthing, which really isn't very strong. The audio tells she gives you when either about to lunge or standing up are fairly simple to hear and give you enough time to run.
It's not always yourself to blame if you died because of Reversed Bear Trap.
I don't know how much time I had to check every box, and the last box is exactly where the pig and another survivor are looping, you just CAN'T do anything. :/
Reversed Bear Trap apart, yes, the pig is weak. In my head she's a worst version of Demogorgon (both are very good user of STBFL), but the alternative attack of the Demo is faster and can break Pallets, and Demo can travel maps relatively easily (he has anyway more mobility than the Pig, plus he got a little bit of stealth (that can be improved too)).
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@siren_sorceress said:
It amazes me the devs continue to balance this game when solo and swf is a bigger issue than ever. Survivor needs a rework. I am so tired of having 1000s of hours and being forced to play with team mates who have NO idea what they are doing. A game like this is not enjoyable with newbies. If you are good at this game, you are at the mercy of 4 other players as survivor. FOUR. I can be in a 3 man and we still lose because the solo player throws the match so hard. Good killers only need 1 weak link. Even if you escape, it wasnt even worth dealing with the low quality, unfun team mates. If this game is going to be that heavily dependent on team work, they NEED to stop avoiding this issue. Here are some ideas that I think could really help.
Rework the training mode
Seriously, this would be a huge step IMO.
For goodness sake give new survivors a real training mode. Maybe one you should have to pass if you want to unlock r12. If you don't want to learn the game and improve, stay at r13. Reward bps for training.
Train survivors looping basics, the concept of mind gaming your opponent and taking advantage of killer blind spots. Show an AI killer's actual scope of vision to show survs they can use it to their advantage to lose a killer in desperate situations! Most survivors have NO idea what I'm talking about and bc this game has 0 communication these players stay noobs even after 100s if not 1000s of hours. Yes I've played with 1000+ hour players who still have no idea how to loop. But are at rank one??
Start survivors off with healthy perks
All survivors should start with kindred. Allow them to learn map awareness and killer behavior during hook gameplay right away.
Alert survivors with tips as they play for the first time. For example....
Tip 1: when 3 people are dead on hook, alert the new survivor that it is better to distract killer and take a down and spread out everyone's hook lives so you all last longer as a team, than to simply avoid killer all game. Selfish team mates are a disease to this game bc they dont know any better! Sorry but it's TRUE.
Edit: Tip 2, separate on gens! Increase map pressure!
Rework survivor base kit.
If you want the swf/solo gap to completely close, the devs have to accept giving survivors more aura abilities like bond and kindred for free. Rework perks accordingly, buff killers accordingly. Allow us to turn this base kit off, I enjoy limited communication but I have game/map awareness and I can predict killers behavior. Most survivors don't and instead of using kindred, use SC in a corner unnecessarily.
Obviously, rework the ranking system.
Again, maybe you should unlock some of your ranks through a training mode that trains you how to play the game and use certain techs. Training modes should put survs in certain situations or even just show a video... like the last save in the game where survivors strategically take hits, etc to save their last team mate against a camping killer, even without bt!
I could probably go on but I don't have the time. Devs PLEASE stop focusing on new content while solo survivors suffer. Would love for anyone to add on to these ideas. I love playing survivor but the low quality survivors I am forced to carry all by myself at times is absolutely unacceptable. I shouldn't have to rely on a strong 4man to play quality matches. Thank god I have friends but you shouldn't have to rely on them to have fun!
Edit: potential issues; queue times and swfing with multiple ranked survs.
Actually you're talking like you're getting red ranks survivors, you're lucky to have that...
All the day, I had rank 1-4 killers with mates 12-20... How am I supposed to win ? Like I had a stupid game, where there was a Meg that didn't know how to move properly, and didn't know she has to unhook and do gen..... Adding to that a Urban Evasion Claudette that went in a corner of the map using SelfCare while suffering Sloppy Butcher, imagine seeing all of that, hooked, and seeing the third surv to be chased, the most anxiety inducing thing to ever exists...
(I was rank 4. Now I'm rank 6. Road to rank 20...)
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Welcome to the DbD Community, you can't change anything to the fact there are toxic players :/
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Only lasts for 2 minutes ? If 3 over 4 survivors are unstoppable, I can tell you it would be insane.
SWF will get all 4 together to the end game the big majority if their games.
DS won't be used in SWF. By doing practically anything you'll lose it. So one surv can bring Wake Up and the others bring Hope, and they play in a way the guy with Wake Up won't be chased when the last gen pops.
Dead Hard or any other exhaustion perk, Wake Up/Hope, Borrowed Time, Unbreakable, you have everything as a SWF to stay to the end game, and for 2 minutes, the team can bully the killer how they want.
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@CriticalWeasel said:
Okay, after looking at perks for way too long I have decided to change 3, so my brain doesn't meltdown.
I will not choose perks that are about to be changed in the near future.
Sole Survivor
Reason: Let's be real, a perk that depends on having teammates die isn't really good in all ranks. As soon as 1 survivor dies it already tips the scales super hard.
Change: Every time you rescue a survivor from the hook you'll get a token. Each token grants 5 seconds of aura detection immunity and no scratch marks up to 4/5/6 tokens when the exit gates are powered. This duration is DOUBLED if your the last survivor standing when the gates get powered up. Increase chances to become an obsession.
Babysitter
Reason: It discourages you to heal your rescued survivor, and it's practically redundant.
Change: When rescuing a survivor from the hook or healing someone from the dying state, both you and your rescued survivor will not leave blood trails and will not leave scratch marks as long you're within 6/7/8 meters of each other. Upon separating the wearer's aura will reveal themselves to the killer and the killer's aura is revealed to the wearer for 5 seconds. (Now literally a babysitter.)
Wake Up!
Reason: It's an a-okay perk but in reality, nobody seems to use it as much.
Change: "Your will to escape the nightmare alongside your friends empowers you!" While opening the gate and while inside the escape area your aura is revealed to other survivors within 40/60/80 meters from you. When a teammate is in your radius, they will gain 3% Haste and 10% faster-vaulting speed. Gain 5% increased gate opening speed per survivor affected by your perk. THIS DOES NOT STACK.
Wait, Wake Up is broken : I'm running Resistance/Spine Chill for the fast vault (9%+6% to have a 15% vault speed), I'm in the goddamn range of someone's Wake Up, I have 25% vault speed ?! Plus Hope, I would have +10% speed, as fast as 110% killer ? I'm almost uncatchable, and I vault like a mad man ? Nop nop nop, that perk would be an absolute top tier in SWF x)
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@Healthore77992 said:
If anything in this game feels punishing for making good play it's this perk (from killer perspective).
There are countless times i perfectly mind gamed survivor and they just press one button and reset the chase, which ends up in dropping the chase or losing the generator.
For everyone saying it doesn't work most of the time, that's a lie, otherwise people wouldn't use it near as much as they do.
It rewards bad play. If it's used for distance it has absolutely no counterplay, killer can't do anything about it which is very unfair, and not to mention unfun when you know everyone has it, you know what they will do, but you cannot stop it.
Okay, play dead hard. You'll see it's not a free use, when you're injured, you'll immediately have to think where you'll use it in an efficient way.
I'm a Nurse main, so I hate dead hard so much, I have to admit it. But it's not OP in any way. Do you prefer Sprint Burst, where you'll holding W like an idiot to catch up to the survivor hoping he won't find a loop in time (it never happens), or lithe, doing the same as Sprint Burst, or Head On in SWF ? Balance Landing is the less effective exhaustion perk, as you have to be chased where you can fall (and there are maps where there isn't any high ground).
You have to actively time your dead hard in the right moment, or it would be useless to gain distance; and dead hard to avoid a hit in the open, if you took the bait, blame yourself. It's less brain dead than the "pReSs ShIfT+W" or "FaSt VAuLT bIg BrAiN moVe" or "mAtE, BrInG tHE kiLlEr nEaR Da LoCker lmao". Dead hard is fine as it is, it's an exhaustion perk, it has to be a powerful tool in chases.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1959229#Comment_1959229
You're joking right, not the "hitbox" issues which are desync, what OP describes is literally issues with ping!
Actually, it is. But sure if the killer's ping is horrible, adding to that the fact that there is a terrible desync, you'll get sniped hit. However, now it's a desync problem dude.
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@[Deleted User] said:
KIllers' FOV is ridiculously small and I wonder if people who defend it even play killer. Survivors can literally hide from your view just being in front of you which is stupid.
'kay, I'm rank 1 main Nurse, I never play ShadowBorn for not being addicted to it ;) just don't run SB, it's worse than sugar and drugs x)
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@Avarice10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1956690#Comment_1956690
If the survivor only skill is being a gen jockey and isn't able to survive a chase, or at least delay the killer for a reasonable amount of time, then that gen jockey really shouldn't make it to red ranks. As long as the gen jockey made a meaningful contribution they would still get their points and a safety pip so they won't derank.
Given that the hatch can be closed, I'd say these days if a person is lucky enough to find it or open the gate after their team did horribly or was outplayed, they deserve their pip tbh.
Dude you can't say that, or you're a damn god survivor main, or you're in the lower ranks survivor main.
I don't know how much did I die because I 3-genrun the killer or more, and got tunnelled or camped to death, or the same thing, got unhooked, doing 2 gens, and got left behind by the three other teammates.
It's super common that the killer WILL end the chase to kill you if you're loop him till daylight, even in the higher ranks when they should immediately give up the chase if it takes time without being able to land a hit.
Last night, I don't know how much time the killer chased me for ages, and then doing gens, but died. As I bought time for the other survivors to do gen (that they did), and then actively doing gens, I should depip or safe pip because I didn't survive ? Man, by doing that, you'll reward super selfish games, where no one would wet themselves for others, with a lot of immersed survivors (and that is annoying as a killer, crossing the whole map without doing anything is the worst thing), and hatch would surely becomes the main objective.
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@esn23 said:
Huntress Lullaby for me is very annoying, the actress they got to sing it to me doesn't sound that great and hearing it over and over in matches have almost driven me to quit. It would be very nice if there was a way you could mute it in the options so people who didn't like it didn't have to hear it. I know it is a design that can help you know she is coming but i would rather just look around me.. Im not trying to be mean to the singer who did this but would really love the option to turn it off in game.. Thanks
DaMn, tHe hEaRt beAtIng iN mY EaRs aNnOy mE, I WaNt tO diSaBle iT in ThE OpTiOn
It's a game mechanic, a design, and I think they have to add killers who have custom terror radius. It's probably made to break the mold of just hearing a beating heart every game, it's a concept I like a lot personally (even if sometimes, when I don't know who is the killer, sometimes I think I'm hearing the Huntress Lullaby, it makes me super paranoid :') ).
One thing I would damn love to see is a killer with no terror radius but with a mist around him, that would be scary and super cool af (like the Fable 2 Banshee mist, if anyone has the ref here).
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@PatWesker said:
I always thought about nerfing keys this way: now, when you have a key that can open hatches, opening the hatch takes more or less 10 seconds (action charges like when you cleanse a totem)
OR
No more keys are offered in the web anymore, except green ones. One key spawns randomly somewhere in the map, on every game. Any survivor who finds it keeps it as a passive item (doesn't have it in his hands like any other items) so cannot show his key ton any other survivors. When this survivor dies, the key spawns where he died, so any other survivor can get it and keep it with the same conditions of the last one. That kind of key wouldn't spawn in the air, in a middle of the map. It would spawn on walls or decor element like tables, etc.
We finally could combine both of these points above.
I also thought of always making a key in every game, but doing this wouldn't prevent hatch games planned by teams, it has to be removed, it's just awful to play against :/
Or the key would spawn in the map like totems, each tile has a place where the key can spawn, pretty well hidden, I don't know, or randomly on the ground, and even if it's hard to find, I'm not for a key in every game.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1958133#Comment_1958133
Fun tip at the end. Nah, I think I'll just count my losses and move on to the next match. Such an utterly poor designed killer power he has.
Well, if you're selfish, hope you'll lose a lot while facing him because your allies will kill themselves on hook :)
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As many said, if a Leatherface is camping, you can't do anything. Like, absolutely nothing. Even Borrow Time can't protect the unhooked surv from the chainsaw, he'll catch you after the speed boost from being hit (or you have sprint burst, or there is a window and you have Lithe).
Just do gen, and if you're the one who's been facecamped, struggle. Don't suicide.
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/1955923#Comment_1955923
https://forum.deadbydaylight.com/en/discussion/comment/1955777#Comment_1955777
Her Iridescent add-ons are quite weak, yes, but not her weakest add-ons. The scream add-on isn't that bad. MOST of her add-ons are fairly powerful, especially some of the Last Breaths, with a cool gimmick ontop of a powerful one.
How can you say they were uninspired with Nurse's add-ons, I'd say they're the best in that regard we've had in quite awhile.
https://forum.deadbydaylight.com/en/discussion/comment/1955816#Comment_1955816
Oh, I must've missed that with Trapper, sorry.
Some of Nurse's add-ons are garbage*. Billy's add-ons are quite weak across the board, I will agree with you on that front. I guess I was a bit ignorant on that part as a Demo main.
I've seen some Plagues and she is definitely good as she is, higher end of B tier in my opinion, but losing your power by getting stunned is always stupid. Removing that isn't required I would think, but it'd be a nice change.
Freddy needs tweaks, yeah, but I wasn't sure what tweaks he'd need.
I think a Killer having a power that actively makes them slower with the upside of a one shot that is just a regular attack is weak at best and worthless at worst. Myers could get by with just a Tier 1 buff, though, I will agree with that.
Blight is really fun to play on pc if you get to learn how to do so. He can be cumbersome, but so can any Killer with such a high skill ceiling and floor.
Thank you for the feedback, everyone! Some disagreements are present, but that's alright.
I'm sorry, I can just disagree, I main Nurse for a year approximately, I tried all of her add-ons, and know exactly what they worth. I tried soo much different builds to make them shine, and even while playing an entire build around, I can assure you some of them are not worthy. So let's go :
- The wooden Horse : a super good brown add-on, hard counters Dead Hard, and makes her power less punishing.
- White Nit Comb : if you can play with that and 4k regularly, you're just a god with the Nurse, unstoppable, makes your lunge post-blink super short (like T1 Myers I think), your blinks have to be so damn precise. Horrible brown add-on, nobody uses that unless trolling or wanting to train hard with her.
- Plaid Flannel : perfect brown add-on to train when you're a beginner with the Nurse. Nothing to say more, but later it will become totally useless.
- Metal Spoon : a Stridor add-on ? On a killer who has inherently Stridor ? Please :/ it would be a super god like add-on for Spirit, but for the Nurse it's non sense. Yes having Stridor is good for every killer, but if I want it, I put Stridor, I don't want add-ons to be perks :/ so a big and fat no from me.
- Pocket Watch : yellow add-on that increase the post blink window before fatigue by 0.3 second if I'm correct. On the paper, you think it's cool, more time to react. But in reality, it means every time you'll blink, you'll add 0.3 seconds, even if you don't need it, like when you're crossing the map, or you miss a blink. At the end of the game, you stack I would say at least 15 seconds for nothing, it's like adding fatigue time, and that's terrible. Don't use this misleading add-on.
- Dull Bracelet : her worst, and a yellow add-on. You can blink to 12 meters max instead of 16 with your first blink ? Knowing that the second blink, if you charge it perfectly, you add 4 meters, but this add-on doesn't change charge time, then your second blink range would ALSO be decreased. If people hold W, you won't catch them in a while, and if you lose your blinks when you catched them, you're good to do that lonnnng chase again. I'm not saying it's impossible to win, but if you win it's the survivor's fault, like entirely.
- Dark Cincture : yellow add-on reducing the recharge time, one of her best, there we are talking about power add-on.
- Catatonic Boy's Treasure : yellow add-on reducing chain blink additional fatigue, it's reducing fatigue, it's a good add-on.
- Bad Man Keepsake : xjbekrktksk Nurses Calling like yellow add-on, impossible to work because you have to hit the survivor to put on him the effect, so you're chasing him, he won't heal facing a Nurse, he'll run. Totally useless, plus the fact that is a perk she has...
- Spasmodic Breath : green add-on that makes you a 4.6m/s killer after you blink-hit a survivor for 60 seconds. It's gimmicky, trolling, and doesn't even work in the higher ranks, but hell yeah it's super funny in the lower ranks. But that is not a good add-on, it makes her worst than she is (because suddenly you're loopable, and you have the entire pallets that survivors hadn't drop because you're a nurse, hell yeah they will drop them all).
- Heavy Panting : a super and crazy green add-on, adding 4 meters to your blink range, but slightly decreasing your charge time so it won't mess with your muscle memory. You can cross the map or catch up to a running survivor faster. My second favourite add-on.
- Fragile Wheeze : a green add-on, considered by most of Nurse mains as her best or at least second best add-on, reducing your recharge time, combined with the Dark Cincture, you get out of fatigue, you have your two blinks. Super mobility/chase compromise.
- Ataxic Respiration : a green add-on reducing your fatigue time by 0.25s no matter what, run it when you're super confident with your first blink, a really good add-on.
- Anxious Gasp : a green add-on that makes scream a survivor near / sticked to you post blink and gives 200bp, it's crazy how survivors have to be super near you, if the radius was larger, it would be ultra useful, because immersed survivors are a pain for the Nurse, but... They scream when you literally can hit them post blink. Useless, but if you want BP...
- Kavanagh's Last Breath : the only useful and pink add-on I think, my favourite, and considered by the best etc depending on the player. It adds 6 meters (or 8 ? I think it's 6) to your total blink range, and same with the green add-on, it decreases your charge time so it won't mess with your muscle memory, sweet and delicious perfect add-on, utterly disgusting when paired with the green range add-on and Chili.
- Jennifer's Last Breath : pink add-on, after Blinking, allows The Nurse to immediately Blink back to her original position by pressing the active ability button (copy pasted it from the game). Sounds cool, but totally unusable, unless if you're at a pallet or a window and you weren't fast enough, that are the only cases when you can use it. Maybe with Dragon's Grip and pink range, you can do something, but it's so survivor dependent... And when you're good with the Nurse, you savagely outplay survivors who camps pallets and windows, so it will become useless :/
- Campbell's Last Breath : a pink add-on. After reappearing from a fully charged Blink, The Nurse immediately Blinks at half charge in the direction she is currently facing. And you're like while reading, sounds crazy, you must have sooo much more range. I don't know you, but I didn't except this add-on to actually consume your second blink charge while doing the second blink, so it's only good for crossing the map, it gives you a mad mobility, but god knows that it would be punishing if survivors succeed at gaining distance on you during a chase.
- Bad Man's Last Breath : the last pink add-on. Grants The Nurse the undetectable Status Effect after hitting a Survivor with a successful post-Blink Attack for 16 seconds, with a 60 seconds cooldown. So, the majority of the time, you'll get this effect with your first hit on a survivor. So you chase him. So he's careful. I ran it during a long time because I love to come from nowhere, grabbing survivors on gen and all, but i never had value from this perk, 16 seconds is far too short. Tinkerer is far better because you got it when you need it, Dark Devotion totally overrides it, Trail of Torment is super cool since it's buffed. If you want stealth, you have more possibilities from the perks, but this add-on is totally useless, or you get value every ten games. And for a pink add-on, it's not normal, it has to be pretty useful.
- Torn Bookmark : the first iri add-on, adding 1 chain blink WOOOW-you can't blink at places you don't see. At indoors maps you'll die more than the surv, corns and open grounds will become your best friends, but if you have to pay a real attention where you want to blink, because trees will often remember you you can't blink through objects. A very meh add-on, you'll be better without it, a it's horrible to say that while taking about an iridescent add-on.
- Matchbox : the last add-on, and iridescent, you walk at 4.2m/s, wow, crazy, now you can catch- oh, no, you still can't. And you lose a blink. That. Drawback. Of. The. Game. History. There's nothing to say about it. It's bad. Really bad. Utterly disgustingly bad. Just for this add-on I thought several times it would be nice to be able to sell add-ons.
Thank you for reading, it was quite long so I'm sorry, but I have, as a Nurse main, to say what's wrong, and what's good with her. :Insert duty music or anything else serious:
Anyway, I'm not saying she needs a total add-on rework, please no, but some of her add-ons have to be reworked, or buffed.
Have a nice day, and sorry if my English is wrong <3
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@Eyhnal said:
Every time I join a lobby I get kicked and it gives me that error, what do I do? I can't play. I tried restarting my game and there is just no solution, any help?
YES
I never had this before, and today I this give times and one kick because "deathMatch"
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@Kees_T said:
How can you say Nurse addons are good? Her two iridescent add-ons makes her power worse instead of making it more stronger like it should with other Killers, and half of her add-ons have some dumb penalty for some reason(less lunge during blink, blinking through survs makes them scream?????, another one makes you a M1 Killer for 60 secs). Let's take Spirit as an example, all her add-ons except for just 2 ones just buffs her power without no penalty.
I don't know why they keep adding add-ons which can make your power worse, why would someone use it besides meme builds?
I wanted to give my opinions on others but the Nurse one was what attracted my attention.
That's sooo true, it's insane how her add-ons are... Weird, like really weird, it's uninspired sometimes.
Like, why do you want a Stridor add-on when you have the perk ???
And the scream maker add-on, just... Why ? XD
AND DAMN, the iridescents are so bad, it's incredible ! If the bracelet and the nitcomb didn't exist, it would be her worst add-ons, like, iridescents, but the worst she has ? Bruh
Seems game designers were uninspired
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Man you're so wrong xD you get some ruin value if you're fast on your chases; NoED, if it was so bad, wouldn't give all the posts concerning it, and it's a good perk for new killers or killers that haven't regression perks; Devour Hope, before it was inconsistent, yet powerful, and now with Undying it's totally broken, bring some friends, I'll 4K you undoubtedly, as I 4k every match, you can't spit on these 3 perks, or you are a good survivor playing in green/yellow ranks, then yes, killers are bad with them
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1950660#Comment_1950660
They are painflu to face because game is more balanced around solo survivors, if solos get the adventages of swf, that means killers will be more powerful against swf
https://forum.deadbydaylight.com/en/discussion/comment/1950890#Comment_1950890
SWF does exactly that and still... it won't be too powerful when compared to: sprint burst/dead hard, ds, bt, spine chill, soul guard, medkits, toolboxes, red maps, detectives hunch.
Yea, it sounds powerful, but what does it do? It informs you that in certain place there was a totem and now think... how often survivors cleanse totems? Not really often and if they do, it's usually one person running around or nancy charging inner strength. So most of the time this will have no effect and when it will, it will be as powerful as someone saying on voice comms: ive cleansed the totem by the shack.
If suddenly, 4 survivors are searching for totems to cleanse because of Devour Hope (because if the surv are solo, everyone will search), if they have the same information than SWF, totems are flying I was and am a fan of Undying/Ruin/Retribution, or Undying/Devour/Retribution/Haunted Grounds, and I had several games facing SWF where the team, in a minute, cleanse 4 totems, that's crazy.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1953545#Comment_1953545
Again though, the other point of No Mither is hard mode. Once upon a time survivors complained how easy the game was. Now they have an option to increase difficulty.
Well, if you want hardcore mode, don't heal, impose yourself rules, you don't need a perk to make the game harder x)
I want No Mither to be a perk that grants you bonus, but making any mistake super punitive. But right now, if I want to play hardcore mode, or I play random perks, or I play nonsense build (No Mither, SelfCare ....), or without any perk, or with only 3 perks.
Then, I'm talk about bonus(es), I don't know what they could be (when you rework/buff a perk, you have to think what it will be in combination), maybe the first 16 of a chase, you're faster, or you see pallets and windows in a 32 meters radius, I don't know, but now, the perk isn't even cool to run, it's just... So damn bad :/
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I agree with the fact a killer can't win facing a serious SWF, but talking about SWF is important, because 1 game over 5 in red ranks is a full SWF squad Vs killer.
Well, as a main Killer I used to play 3 or 4 totems builds with Thrill of the Hunt, I concluded that Thrill is not a good Hex, and now that Undying conserves tokens, it's so much better to use Undying/Devour Hope/Haunted Grounds than Thrill/Devour/Haunted.
As a survivor (and I play a lot survivor, what I am talking is not theory), when I find a totem, and Thrill is shown, I know I have to be cautious, and rushing totems while the killer is near to them is silly. Killer has an entire map to defend, and that's much more true if he has several Hexes. You can harass him. He has Thrill, he has something important (and maybe you know it too late (often Devour)), and he can't know which totem is important, he would like to protect them all. He's in chase ? Cleanse. He's patrolling the totem you want to cleanse ? He can't protect gen and other totems. That's strategy. A killer can't be everywhere, you have to play, as a survivor, around that point.
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Well, that's true, but you have to get this daily ritual xD
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1953481#Comment_1953481
If a Survivor is very obviously trying to get my attention during the end game, I'm going to ignore them. I have nothing to gain taking that bait when I know where the doors are.
Anyway there is a lot of people loving that perk, it's very situational but god damn, when you have chases with it, trust me, you feel it helped you. I mean, the perk is not meta, but it's not bad. And for that I don't want to change it immediately, there are perks wayyyy worse and less useful than Hope.
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1953481#Comment_1953481
It’s just a misunderstood perk. For example. It can be used to derail a killers slugging momentum by forcing them to pick YOU up. Take a hit for somebody and the killer can’t ignore you unless they don’t care about you reviving yourself.
Well, yes, you'll just be out fast of the game, but sure it's a god move if the killer is chasing a dead on hook survivor. And... Well, you got a point with that, but there are better perks to help chased survivors which won't make you super brittle, see what I mean ? The disadvantages brought to always be injured are far heavier than the advantages brought from the perk.
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Welp, I never paid attention. And sorry, didn't want to talk to you like you're a PH beginner.
Yes, same, survivor positioning or instant chase after caging.
Sure it's annoying when you feel you deserve red medal, I often have two iri medals and 2 golden medals, next times I play I'll paid attention.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/228305/top-5-useless-perks
No Mither is hard mode. The point is to make the match more difficult. There are some benefits, but they require thoughtful builds.
If you want to play in hard mode, just don't heal yourself. No Mither brings nothing interesting and useful. The build you would bring with No Mither would be effective if you aren't heal or during the second part of a chase when you got hit (plus you can bring a perk instead of No Mither... (Iron Will)).
It would be so much more interesting if just the perk grants 100% points in the boldness category, you see how bad I see this perk, and 95% of the DbD community thinks it. It's a almost a trolling perk.
@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1953236#Comment_1953236
Adrenaline actually does something. Hope doesn't do squat. It's a tiny bonus on a short timer that really doesn't matter unless you are in a chase and most Survivors are just going to head for the exit gates anyway, which a speed bonus of that size might net you one second of door time.
It's useful as a survivor who wants chase interactions, and buy a huge amount of time for the others. "Being a Survivor" like sitting on a gen, and opening gate is boring, I don't think the majority of the survivors play that role for that... (And I don't play to do gen or get a fast escape)
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As a PH main I never paid attention if the points for sending in a cage or judging them given are lower than hooking.
Are you sure the points are not the same amount ?
And by the way, it's not wise to send to cage 90% of the time. I rarely cage survivors.
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@CountVampyr said:
I recently learned the value of Thrill of the Hunt from a killer that used it wisely. They were using it with both Ruin and Devour Hope as well as I think Huntress Lullaby. They made it impossible to ignore totems, but with Thrill of the Hunt they kept getting notifications when totems were being cleansed. I don’t think anybody managed to cleanse a single one without being interrupted. We thought it was just a standard Ruin/Undying combo, but when Devour Hope kicked in, that’s when we knew we were really in trouble. Genius play, actually. I don’t think any of us expected a full totem build. Hindsight being 20-20 we should have just gen rushed.
Thrill of the Hunt becomes a weakness when you face a SWF, you can't defend everything in the same time, they tap your totems to get your attention, they start to cleanse at the same time, the game you describe only works when you're solo (even in solo, 4 or 3 hexes ? You just have to start cleansing, and get away the second you hear terror radius, use sound notification at your advantage).
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1952834#Comment_1952834
Up the Ante unfortunately doesn't work with Plunderer's because luck doesn't affect chests - that's part of the reason why Up the Ante is so terrible. All luck does is increase your chance of escaping from a bear trap and increase your chance of pulling yourself off the hook. If luck did more it'd be a fine perk, but it's pretty darned useless at the moment.
Wow really ? I thought chance offering or chance perks affected chests ! Damn, yeah, that isn't even a niche perk...
@EvanSnowWolf said:
Hope is straight garbage.
No there are players who love Hope, it's just super strong against 4.4m/s killers (and I don't even talk about Hope / Blood Pact in SWF, you're almost invincible during 120 seconds). If you think Hope is bad, you think the same thing about Adrenaline imo.
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The pressure you gain by slugging, you gain it by ending fast the chase with the No Mither surv, because he won't have any time two health states. I was never outplayed because of No Mither. As a Killer or as a Survivor, each time I met / used that perk, it was never worth for the surv to use it.
And as a "Hardcore mode perk", it won't reward you for being good. You'll just be down faster. That's all.
As a big user of Resistance/Spine Chill (and now I'm training to use dead hard properly), I want to have another perk to be really "dangerous" as a looper.
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No I think the perk is ok, it's cool to have different way to have your speed boost depending of the Exhaustion Perk.
BUT, to me, the ABSOLUTE problem is that there are maps when you CAN'T use Balance Landing. I don't remember the name of the Macmillan Map with the big tree in the center of the map. You can't use it. And that's not normal.