DoomedMind
DoomedMind
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People are just crushing FNAF people for free, they are making FNAF theories because- they have to ask to make theories, or to hope, or just have their own opinions ?
Each time, on YT, on Twitter, or in the forum, each time I saw someone talking quietly about fnaf things in DbD, it's hate train in mass. They aren't doing anything, but imagining fnaf things for fun, or because they would like it to happen, or anything else, but EACH TIME, there are insults, and they're crushed like they're nothing.
I may want SpringTrap in the game, but I don't care if it's his chapter or not. One day he will be added, or not, that's how it works, but seeing how much people are crushing for free the FNAF community, it's just making me angry, like, why, let them be, for f- sake
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You're a mad lad, SSJW will come and find you, don't you dare like the FNAF franchise ( and I don't even talk about the "FNAF is for child" people) !
If there is FNAF things, it would be a license chapter. Because if they manage to get rights to do things about the franchise, well, they can do whatever they want, so there would be killer / survivor (not always) / map.
But shhh
People could hear us...
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They have to change it, the effects are just bad... I'm not to make it a meta perk, I just want it to be... Challenging, but helping in that challenge. For now, it's just a bad perk.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2404885#Comment_2404885
Pretty much, it just gets data of matches in the background but doesn't affect matchmaking in the slightest.
https://forum.deadbydaylight.com/en/discussion/comment/2404848#Comment_2404848
It wasn't fully ready to be implemented, there were still some issues with it.
Okay, thank you for answering !
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@Mandy said:
Skill based matchmaking (MMR) is always advertised prior to it being turned on and it hasn't been tested since the last advertised test a couple of months ago. It's not "being turned on" and what you're experiencing is regular matchmaking.
When the system is ready to go live, we will announce it, as usual.
Why did they turn it off ? It was good, isn't it ?
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2402554#Comment_2402554
We don't have an MMR system yet. So yes, it literally would be a solution to this problem.
Uuuh they actually put it on live, did they revert it ?..
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@eleventbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2396351#Comment_2396351
Yeah, it's pretty demoralizing. They're going to fix the fake hits though I'm pretty sure.
No, it's impossible to fix that in any world. Your game (your client) register a hit because it has to provide feedback right now, not wait until the server gives feedback about "he hits" or "he doesn't hit". So in the killer's game, he hits so he hears the scream, but yourPing ms later, the server corrects (or not) the fact you hit the surv'.
This is how client-server works.
To fix that, everything would be laggy as hell, because your game would be waiting to the server to give the state of the game each time.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2402539#Comment_2402539
Nothing like a survivor dead harding for the hatch with a key amirite? They dead hard your attack & get to the hatch.
Nothing gets the blood flowing, like this sensation.
I lost numerous adepts because of keys so... I admit I'm a strong advocate of nerfing the key in an efficient way. :')
Edit : I don't want them to become useless or nerfed to the ground, I just want to make them legit to use and when used. As a killer, you can't do anything if there is a key, or survivors messed up quite heavily.
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@LowrenceVonQersrick said:
I just played another game with SWF. And as usuall, i lost. Im purple, around 15 hours of gameplay trickster, make it even 60, because i guess i know maps and i played game before, versus 12000 hours (seriously) red rank team. Even when i get purple team gens are repaired one after another. :/ And usually game is like that - team i lose, random - i win 50/50, even poor killer like me can spot them, because they rarely bodyblock, they dont wait around every corner to save each other etc. I dont want play with teams anymore, why there is no option to turn off matchmaking with them? :/
The problem is that it hurts people that just want to play with their friends. Punishing people for that reason is some hell'n'bad design.
The problem here is that you met people that are not in your range of skill (thx MMR system, solution of all of our problems, eh ?) . I mean, I play sometimes in 4SWF, mostly 2SWF, and my two other friends are not that good in the game so they are down quite easily, we're not that of a threat, and we're, together, around purple rank. And with that kind of option, we would get punished for wanting to play together and have a good time.
See what I mean ?
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Woah no, I genuinely think it would be too oppressive, 100% it would be meta and in any killer build. Currently the perk is fine, doing well what we ask it to do. Plus would be too much I think.
@UncleStabby said:
You can just open the gate yourself as killer, unless you were forced to shut hatch early.
Edit: Though I still and always will hold the believe that 99'd gates should slowly regress their progress.
Same, maybe loosing regression to the point of only loosing 1 light, or just before loosing this light ?
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Cool and simple idea about the gen tapping, and yes, the base kit gen kicking has to get a liiiittle buff, it's more of a time wasting ability if you haven't any kick perk (oppression, pop, brutal strength, overcharge,...).
As you said, just a 2-3% regression on the kicking would be enough to make it more or less worthy. Plus the 3 seconds working to make it stop regressing, kick a gen would be a wise decision at certain times.
About the key yes, it has to take some time. 5 seconds, and if you take a hit, imo it has to be reset, and 5 seconds again. Or you make it 8-12 seconds. Anyway, instant escape thanks to closed hatch (that has been instantly opened) is busted.
I'm with you.
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2401917#Comment_2401917
Spine Chill is perfect for any Killer outside of range or with a much smaller terror radius than other Killers, but it should never be used for a Killer who "should not be detected", i.e. an undetectable Killer.
Some Killers even rely on the Undetectable status effect (such as Ghost Face and Myers with the "Scratched Mirror" add-on), so it stands to reason that at least they need a special type of Undetectable for their powers.
And honestly, it's not like Undetectable is that good to begin with once you get rid of all the wax stuck inside your ears; Killers are pretty damn loud (especially Huntress and Nemesis), so you can still tell when they're coming even without the perk.
The point of the status effect is to be stealthy. You can't be "stealthy" if Survivors can know where you are 24/7 because of some Perk that wasn't updated for that gameplay style in mind.
If anything, "Undetectable" should be a counter to "Spine Chill", not the other way around.
No, the effect "Undetectable" gives at least a free hit, a grab if you're coming from an unexpected angle or if the survivor doesn't pay attention.
And as I say about Spine Chill, you can play around it. Spine Chill users tend to heavily rely on it. You think someone has it ? Next time approach without looking at he direction you're heading to (like, moonwalking).
I like to play Ghost Face, so Spine Chill is kind of a counter, I can't even moonwalk because I have to stare at them to stalk. Same for Myers, the others can easily play around it.
They rely 95% of their movement decision around Spine Chill, just, play around it.
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Spine chill is exactly existing to counter Undetectable, same for Premonition...
Premonition has a super long cooldown, and you can't decide to activate it when you want, making it an inefficient perk.
And Spine Chill is, well, Spine Chill. A good perk, doing well what we ask it to do, and it is not something game breaking. You can even play around if you're smart and have doubt.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2401811#Comment_2401811
Because 3 people on a forum of people who think they're all gods at the game say so? lol
They're objectively horrible. Having to do an action alone is silly when the killer can interupt you anyways but to then double down on it by making you land skill checks in a way entirely unique to this game? WHAT? Even the color of the skillcheck wheel being messed with on top of it. Total overkill and just pointless.
Uh no yellow glyphs are actually super fun, but yeah, if you prefer the stupid red glyphs that do nothing.......
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Why does everyone want more ammo... You're supposed to reload after downing someone, as everyone does with Huntress...
Also Laceration decay delay is fine now, if the survivor has dodging knives for more than 10s, he deserves to be rewarded.
ATM the Trickster is busted in 1v1, if you don't think that, or you're bad with him and you don't know, or you never face a good Trickster.
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@iammsf said:
2 days gone :)
######### these devs :)
no one cares us chinese players right?
go ######### urself bhvr.
goodbye to this game
BHVR doesn't care about any actual feedback.
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@Hex_Llama said:
"If people can't handle a few words written by a stranger on the internet they will never see again how will they ever grow a spine to deal with the harsh reality of the real world?"
My sweet summer child, the people who want you to stop calling them the f-word or the n-word have experienced more harsh realities than you can even imagine.
My lord, you made me laugh, I'm thankful, and wish you to have a great day. <3
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@Milo said:
- The keys recently got a smart nerf, allowing Franklin's to counter it more effectively I think?
- They... hopefully... will work on them soon. They did mention that they would take more time than moris.
Survivors just have to drop somewhere their keys :/ when I find a key as a survivor, the first thing I do is drop it, in case of a Franklin's, or I just don't want to be face camped on the hook if the killer notices. It is a smart nerf, but there is a counter to that.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/2398988#Comment_2398988
I never said I think he's worse than before, but I do think he is unhealthy now
Oh okay, my apologies.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/2398971#Comment_2398971
or the whatever the heck happened to trickster 🤨
I'm convinced that he's busted in 1v1 but hey, I guess there are people that are saying he's worst than before ... x) i don't know how we can say he's worst when he's putting out knives faster, putting out Main Event faster, keeping Main Event for longer, and kill with only 6 knives, but okay xD
"I disagree with you, but I would die for you to have your own opinion."
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@The_Killer_Legacy said:
Corrupt Intervention is a perk that blocks the farthest gens from the killer for 120 seconds. It's a pretty good perk to buy some time and lure survivors to a certain area of the map, but very good survivors tend to stealth/hide the whole duration of the Corrupt Intervention, making the killer basically have no value of the perk in addition to not having any idea of where survivors are after all this time. That's why I have an idea where this wouldn't be a problem anymore.
The new Corrupt Intervention would work this way: The gens aren't blocked right away when the match starts, but instead, when the first survivor interacts with a gen that would be blocked this way, the perk activates and the gens are blocked normally (like No Way Out). When that first survivor touches the gen, the killer gets a loud noise notification of that gen, so the killer can know where a survivor is and start the first chase.
This way not only Corrupt helps the killer by blocking gens that would be too far to defend, but it also helps the killer to find a survivor very early in the match, preventing a possible stealth situation in the beginning of the match.
Well, I think it wouldn't change anything, because there is at least one survivor spawning in face of one gen, so the next two seconds after starting the game, corrupt would trigger.
If you have problem with stealth in the beginning of the game, run Whispers, or better, Lethal Pursuer.
BBQ/ Corrupt/ Lethal Pursuer/ Pop Goes the Weasel is a super efficient build. And if you like hexes :
BBQ/ Lethal Pursuer/ Undying/ Devour Hope,
Also a devastating one.
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@NoOneKnowsNova said:
Let's just forget that Stridor got nerfed this patch.
And let's not talk about the new hit validation system...
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@KeiraKATANA said:
https://forum.deadbydaylight.com/en/discussion/comment/2398880#Comment_2398880
Seems like a fair response.
Yeah that was in fact heavily abused :/ there is not many efficient counterplays against this gameplay, or you have an entire build just to counter that situation that happens one game over ten on average, making you basically perkless in regular games.
Even with a build, you can't fast unhook, but you be face camped after that... The "best" play is to genrush if your mate is being face camped, or to last the longer possible to gain time for your mates if you're face camped. Then move on to the next game.
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@SnakeSound222 said:
It’s a terrible system that should be reverted until it’s fixed.
I have an actual question :
Why does that problem must be on the side of survivors ?
To begin with, I must say I play both sides (I have to, or the classic "survivor main spotted" sentences will rain). The problem is unfair, may it affect only survivors, or only killers. 90% of these unfair hits were totally risky, and in the mind of "let's try it, the server will probably give me the hit", proving that this kind of hit was busted.
Now when I got denied a hit, I'm like "yes, that makes sense, guess I shouldn't try this", and I'm perfectly fine with that.
Basically, saying that it should be reverted is saying that survivors don't worth this fix, or that killers are worthy to be able to land these hits, let's ignore the survivor side.
I'm not saying that killers have to be quiet and can't say it's unfair, nop, it is unfair, but saying it should be rethrown on the survivors face like ""good ol'time"", it's pure egoism, sorry to say that (but hey, I guess it's how it works in our society, by seeing how the covid crisis is happening)
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It's incredible the amount of people saying he loses time to reload after hooking someone, like Huntress does not that... But she does that, a good Huntress will reload after hooking, as a Trickster must do that.
What he got is a buff, clearly. Before I was able to run it forever, now you're down in a matter of second. And whatever you do, you will get at least one knife. Where you can have any counterplay against a Huntress, you have not anything against him, you will be dead, no matter what, like old legion.
He's meh in 1v4, but he's busted in 1v1, totally unhealthy to go against. He needs a total rework. Everyone already knew that OR he's busted, OR he's underwhelming, his power hasn't any in between.
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THERE ISN'T TAPPxHUNTRESS ?!
You hurt my feelings....
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Hhhh !!!!
HOW DARE YOU SAY THE GAME ISN'T OPTIMIZED ?!
BHVR will call the police NOW.
Seriously, we all want an entire year of optimizing the game.
But... You know... Moneyyyy *_*
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Hm yes, I can't wait to have infinite queue time because I play Nurse. You can't ban a killer simply because how killer matchmaking works. You choose the killer, and you can't change. This isn't like LoL when the bans happen, and you adapt. So the killer will just wait forever if he's a hated killer for X or Y reasons.
This is punishing for wanting to play a character of the game, not a good design at all.
Also, poor Haddonfield and RPD, will always be banned xD
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The thing to counter the Twins is to keep Victor, and avoid being injured.
Basically she's only a M1 killer. Or she unleashes Victor and he's on your shoulders, or she tried to injure you with a basic attack, and then end the chase quickly with Victor.
In the first case, she has to wait a whole minute (I think it's a minute for her to be able to retrieve Victor if someone tries to keep him ? Anyway it's a lot of time) to down you with a second pound, a duration when she's a victim of standard loops.
The second case is the same of the first but reversed. You have to loop her at any cost so you're not injured and not in range of a fast down with Victor.
Be healthy, or keep Victor on you, and she has practically no power.
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Imo, I don't know why they just didn't increase the starting rank (like, 50 or 100 instead of 20), I guess it would increase the matchmaking quality, instead of trying a new MMR system.
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@Milo said:
Even worse than S.T.A.R.S. Badge? Y'know the 12 second exposed?
Atleast this can show you which direction they went... if they somehow got hit far away from you by a Zombie of all things.
Oh yeah this add-on is a big joke, this is terrible. BUT, it may be a super bad ultra rare add-on, it doesn't nerf you !
Yes
I'll come with them. The two ultra rare Nurse add-ons. These are the worst ultra rare add-ons of the game (change my mind), and the dull bracelet (yellow add-on that reduces her blink range without reducing the charging time).
I don't know if this last add-on is worst than the Speed Limiter (imo yes, because Nurse has the worst mobility in the game for quite nothing, Bubba can, at least, M1 people).
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2380863#Comment_2380863
I'm coming from the perspective of DBD will consistently be pitting new Survivors against expert Nurses, new Nurses' against expert Survivors. Pitting new players against smurfs. There should always be a cause and an effect noticeable to players, both Survivor and Killer.
From my own experience playing against Nurse, you don't actually need to look behind you at all, most Nurses' at a distance place themselves at the point in a loop where they cut off the most amount of loop distance and can followup with a short blink for a hit.
If by cheeky blink, you mean going for an off-meta location where the Survivor would be likely to run to after breaking LoS, I can see what your point is.
To that end, what if the Nurse's Blink Trail was removed, she became entirely invisible during the blink, and the vapor shift was more ground-focused, being able to be hidden under the LoS of short obstacles/Tall grass? (Imagine a localized doctor shock effect)
This still doesn't solve the problem where if the Nurse was going for a cheeky grab, the Survivor would see that vapor shift pre-emptively, and would negate a lot of the uncertainty regarding "Is she coming for me on this gen?", so, perhaps this effect is hidden against Survivors while the Nurse is Undetectable, which also gives more reason to actually use Undetectable Perks on the Nurse even though she's loud af.
So
Refraction Point
- Short enough to be obscured by Tall Grass/low-height obstacles
- Does not appear while Undetectable
Normally, due to rank and MMR system, new players wouldn't meet expert players. Yes it can happen, but generally it won't.
Yes if a player in red rank would like to try the Nurse, he would get some "experts" while he is a total beginner with her, but every Nurse mains has done that without dying, plus the plaid add-on helps a lot.
And for expert players that don't know how to run a Nurse, well, they gotta learn the hard way : meet stronger than them.
About not looking at a Nurse, if you're doing that with a good Nurse, she will notice and play entirely different. Sure 85% of Nurse always go for prediction blink, but the top Nurse go for safe blink, and there you have to choose your actions very carefully, and so you have to know what does she have in her head. But yeah, it mostly works really well.
Being invisible during the blink would be something, maybe, but a very attentive survivor will keep track on the mark and knows so... Same for a long blink to a gen, the survivor will see the blink mark slowly approaching, that would be... Amusing and weird at the same time from the survivors point of view (like, you're chasing someone near the gen that is being done, and you want to go to it after breaking LoS, but the mark will tell what you're up to do...)
Maybe something interesting could be done about undetectable and blinking tho.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2380863#Comment_2380863
Do you find the BP rewards for those addons to be "worth it"? Or are they only useful to test your skill?
I always have 29k-32k with Nurse basekit, so I only use them for hard training or to challenge myself.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2380218#Comment_2380218
From close up, the Blink+Lunge speed/distance is fast enough that there is no counter-play apart from Dead Hard, even if the Survivor can see the landing point. So the arrival point isn't much concern there, but the marker does make the Nurse easier to play at Trash loops.
It does make it more obvious if the Nurse is going for a long-distance zone point in the middle of a loop though, which gives the Survivor more information to work off of, making it harder for the Nurse, requiring them to be more efficient with their Power, which the base kit marker plays directly into.
You still need to learn where to blink from at what distance, but you're not getting cucked by the game masking that information when, generally speaking, The Nurse would be able to tell where she's blinking to.
Is the game vacuuming you into a lower floor or the basement because of unintuitive controls really part of a necessary skillcap?
I see what you want but, erh, it's giving to the survivor exactly what does the Nurse want to do, and that is giving her a huge disadvantage. You can't go for cheeky blinks, they know you're going for a big prediction, making her gameplay super straight forward and unfun.
Free information about the killer given to survivors is a bad thing imo. Nothing has to be free.
Survivors has to actually look at the Nurse to see where she's looking at, and how much time she has charged (so they can more or less know where she will land) : that is skilled, and by doing that, you'll probably be rewarded by having this skill, which is exactly the skill the Nurse player has, using the same knowledge. That is balance imo.
And about the bugs and "trash loops", you get used to it, and even play around it. I never fail my blinks around short loops (like the rocks with a pallet between, those are hard to blink through when beginning), and I am super careful when I can blink down or around basement : these are also skill things.
Nurse is hard, very hard, and if you're not ready to sweat and lose a huge amount of game with her, do not play her.
And if you really want to have the blink mark, put the plaid.
And as a survivor you really want to loop her for a while, go endure the same difficulties she endured to know how much to charge, and you'll be able to 5 gen run a Nurse.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2380218#Comment_2380218
If this was implemented, what HARDMODE addon would you want to see implemented, and how would you want to be rewarded for utilizing it?
The bracelet and the nit-comb are two super challenging add-ons. And if you really want to be an absolute god with blinking, train with the one blink and the nit-comb add-ons.
@Liar_KIM said:
https://forum.deadbydaylight.com/en/discussion/comment/2380218#Comment_2380218
good reply. Thank you.
hard game for hardgamer. that's good.
But that marking expression is just a supplementary function.
For skilled nurse users, this feature would be worthless at all.
My suggestion is that a minimal guide is provided to novice users who are unfamiliar with the abilities of nurses.
I like hard games, too. But this is a multi-game played by 5 users.
Either the match system in this game is better coordinated than it is now,
Unless there's a constant influx of hard-game users,
This game needs to think more about its own direction.
My suggestion is just a general user delusion anyway.
Let's just enjoy this game together. :)
The plaid flannel add-on gives the mark of the blink, so there is already something for Nurse beginners. And for those who wants to be capable of running away from her, I think it's legit that running a good Nurse requires as much skills as the Nurse player, as I said, this is balance.
And yeah, totally, let's enjoy this game together, so they have to be able to give killer players that want some challenge an hardcore killer (hardcore not because he's bad, but because his gameplay has depth, you know what I mean ?)
I'm a strong advocate of Nurse being fine as she is, she's my main, and my favourite killer to go against.
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That's exactly what a survivor has to know to counter the Nurse.
And it asks one skill : to know how Nurse works, the exact skill the killer is using.
It's hard to perform with the Nurse because you have to play her well, and it's hard to run a Nurse because you have to exactly know her (charging time etc).
You're just making her an almost brainless killer to play, by giving the position. You're not learning how to blink, you're just looking at the arrival point.
I really, really don't like this idea. Let the people who are searching for a hard gameplay this hard gameplay.
It is a good idea for those who doesn't want to use their brain tho.
"""#Bringbackhardgameplays"""
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@glitchboi said:
Let's also give survivors No Mither by default, without the Unbreakable. Oh and let's bring back the 2016 moris. While we're at it, let's make it so survivors' visions are 100% darker. Oh and show their auras to the killer at all times. Get rid of all of their perks because they have comms as their perk, and give killers a 5th perk slot. Ooh, and let's also make it so they can't move!
Do you need any more crutches, my lord?
Wow you're over-exaggerating right there.
It's a fact that a killer in the end game has almost no pressure. I mean, the only good choice he has is to camp the hook and massively slug. Else, you're doing something super risky for not-so-much.
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I think it would be unfun and oppressive as hell. But, the problem you seem to point out is the fact that survivors are able to 99'd the gates, making the late gate extremely hard for killers.
I would fix that by making gates loosing their progress over time (like, maybe 3 seconds to lose 1 second progress of survivor's opening it, maybe more ?), naturally (because the killer doesn't have the time to "kick" the gate).
This idea probably needs some tweaks, but I think it would be the solution of the end game killer's lack of pressure.
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There were two survivors , and a killer can't kick a gen if someone is working on it, and a killer can't kick two gens at the same time.
If he doesn't want to kill anyone, just work on the gen until it's done.
If he's playing the game, but overpatrolling the gens, harass another gen that the other surv is doing.
If he's playing the game, but you want to quit, let him kill you.
With two survivors left, a killer can't hold a game in hostage, the survivors are holding the game in hostage.
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@TunaDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/2375535#Comment_2375535
Thanks for your opinion! Its fine, i just started to realize how overpowered it would be.
It's alright bud', that's why it's important to ask others' opinions. We all often don't see or simply forget important things while proposing or thinking about changes.
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@Astrian said:
https://forum.deadbydaylight.com/en/discussion/comment/2375567#Comment_2375567
The Joke
Your Head
You're the warming type person, uh ?
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@[Deleted User] said:
If it instead Exposed the farthest Survivor from you for 40/50/60s and made them your Obsession when Hooking your Obsession, I'd love it.
As it is now, it's just a furtive chase back to Hook.
I don't know, I don't see any relation with "Furtive Chase", maybe that effect for another perk ?
Yeah this is true that this perk imposes to stop gen patrolling and go back on hook. But that is making Furtive Chase synerging very well with Make Your Choice now that I think about it...
Gonna try that !
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If you're solo, and hooked, your mates knows if someone is going for the save or not, avoiding the classic "uh, there's probably someone going to save this guy" or the also classic situation where both survivors are going for the unhook instead of one on a gen, and one for the save (and the one that is chased).
If there is someone else hooked and not you, it gives you the information of where the killer is going next, and you can decide to go for the unhook if nobody's going for, or continue to do gen if you see someone that is going for the save.
It gives efficiency, and organisation.
Plus with Open Handed, you see the killer so far that it's ridiculous
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It's a fat nope from me, imagine, you have this perk, you just never drop any pallet, you die under them, you're carried and bam instant pallet save, totally broken, even old DS was not that broken.
And imagine with allies that have Any means necessary. No, sorry but no, this would be a disaster
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Uuuh no, I'm sorry but, just no. It's way better slowdowns than Spirit Stridor. I prefer to be able to loop a Spirit if I'm playing well than be dead under 20s.... If you're good, you'll do a good chase, and buy a lot of time for your team mates.
In short, it will reward more good loopers. The only problem is that change is absolutely to nerf the Spirit, it's not to balance the perks, and it's making Iron Will unleashed as a perk, making it even more top tier. It will be the old DS 2.0, everyone will use it, even more than before.
I prefer an actual Spirit change to have feedback when she phases but... I guess they're just lazy, and don't want to address the issue.
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Oof I never saw that in 1K hours, I didn't know there can be that much gens in one side of a map.
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@BioX said:
Not trying to be an unpleasant person but honestly, just try stuff yourself, that is where the fun comes in, losing some matches because your builds turn out to not work (after giving it a good long shot, several days of it preferably) is fine, it does not matter one bit.
You only GAIN bp, you dont lose any.
Just try some stuff yourself and dont just copy what others do, tips etc are fine but pls try things yourself first, be you, dont be "insert other user here" nr 2.
That's a good advice, I vote up you.
But @TwitchyMike, if you really want some builds, first a "serious" one :
Ruin/Undying/Tinkerer/Lethal Pursuer
(If you don't like hexes :
Lethal Pursuer/Pop/Corrupt/Thrilling Tremors)
A fun one :
BBQ/I'm All Ears/Keep The Best For Last/Corrupt
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@Aven_Fallen said:
Not really a Nerf, a complete Rework.
Her ability is outdated and should not exist in this form anymore. She is from a time where real Infinites were a thing.
There are two reasons why there are no mass-complaints about her:
- A good Nurse is rare
- A good Nurse took time to learn her
But thats about it. The thing is, nobody needs to learn Nurse these days. Every Killer is viable in Red Ranks and there are a bunch of Killers which help to 4K most of your matches. Back when Nurse was created, only she was able to do that, now you have a huge variety, so nobody needs to bother learning Nurse. You can win almost as many games with Spirit, while only using a fraction of time to learn her.
I guess if more people would invest their time in learning Nurse, we would see more complaints.
So yeah, I guess she needs a serious rework. It should not be basically impossible to lose once you learned her enough. It also should not be impossible to win when you did not put that much time into her.
Like, she needs to be tuned down, but also be more accessible for newer players (like, it should not be as punishing to swing after missing a Blink, as an example).
You said exactly the reason why some people are complaining about good Nurses : they are rare, they don't know how to play against. Or you're a veteran, or you played or play her and you know exactly how to play around her weaknesses.
She has a lot of counterplays when the LoS is broken, a lot of mindgame where a constant attention to the killer can save your life. Nurse is my main, and Nurse is my favourite killer to go against. She's perfectly fine. A "good Nurse" means nothing, if the killer is good (the killer, I mean the player), in fact he will win, that's all.
And please no... Do NOT make her easier to play.... Stop with beginner friendly gameplay, she's "hard", she has to be so. If you're a beginner, you shouldn't play her, and even if you're not a beginner, the game has to propose hard gameplay to the people who wants hard gameplay.
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@Phasmamain said:
From my experience the game isn’t really that toxic. At least compared to games like OW and siege
Damn OW maybe has the worst community, impossible to find one match where you aren't insulted by someone.
Tbh DbD has a very chill community. Go to see chat in StarCraft 2, it's unbearable, you can't read it without losing hope in humanity. Each day I have in DbD, chat postgame, some super nice dudes, and even if there are some players out there that are complete piece of sh*t, you can't deny and ignore the fact that if you play "nice", you won't have that much people who will spit on your face, and if you're chill in post game, you can meet some cool people
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Hmm I love when I manage to split the hooks, kill someone, into everyone goes through hatch *_*
Seriously, it has happened to me so much freaking time I stopped trying to get adepts, it's ridiculously hard in red ranks.
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They are terribly handling their errors, you have no idea why there is an error, and the devs have no idea neither, this is why they take so long to fix something, they just don't know what works and what doesn't work, they created the spaghettiest code ever, and they HAVE to take one entire year to review their code.
Sometimes when I play in a 4SWF, we all have to close and relaunch the game because we can't search a game for X or Y reasons....
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2370414#Comment_2370414
Isn't that the point of trying to go for 100%, that you have to play a lot? I doubt people who like to go for 100% would enjoy a game that'd just hand them everything without any challenge.
No, I didn't say that, but right there, it's too long, unrealistically too long to complete 100% of the game. Personally I gave up on trying to P3 lvl50 (plus every perk...) every character and I'll stick with completing success only. When you have to put 3k hours into a game that isn't an RPG or a MMORPG to finish it, this isn't right.
Plus it isn't about being challenging, you just have to play. A lot. It's not like finishing Doom Eternal in ultra nightmare (which I did, and I love hard challenges and gameplay), here, it's just play nights and days. That's all.