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FireHazard

FireHazard

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FireHazard
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  • I don't notice it, that or I just didn't think that was a barking noise.

  • We need a GG emote tbh.

  • Doesn't matter to me if I 4k, 3k, 2k, or 1k. If at least one Survivor dies, than it's a win to me. Even if no Survivors die, if the game was fun I don't really care...

    I rarely get 4 man escaped now a days, unless it's a seriously coordinated team or a SWFs like a few weeks ago late at night. Otherwise, I don't really get 4 man escaped, and it doesn't matter anyways if I do or not...

    It's more so about the fun, it isn't really about the objective to me anymore. Of course, if I'm up for a challenge by facing a coordinated team or a SWF with a less viable Killer, than yes i'll give it my all. Otherwise, I don't really sweat over the small stuff if that makes sense.

    in 4k Comment by FireHazard
  • Nah, it's just a measure of your overall time played I guess... even then, its still highly inaccurate to how long you actually played.

    Since you could of played longer than others but played a lot less, who knows.

    It's just something to have when you reach 100 on the overall player level.

  • @Auron471

    No, they're most likely just getting bored and are enjoying the occasional indulgence of a meme or two from time to time.

    When I play at Red Ranks I always welcome a Survivor that just wants to meme, I gain more enjoyment from messing around than being serious about a match... Of course, that isn't always the case and I do seek a challenge. But if the team for example is intentionally messing around, definitely going to lose, or etc... than I'll just meme with them.

    In the case of say... when the team is losing wicked hard, I just stop playing seriously and engage in less serious chases and think less tactically... because why would I take everything seriously and destroy the team? That isn't really fun.

    Now, if the team was wicked coordinated and I was beating them, than i'll take is seriously to the end. Otherwise, no I won't be that way against "bad" or average teams. Even to some above average teams too... I suppose it just depends if the Survivor team and myself are just feeling up to messing around tbh.

  • How do you make a toxic perk, but make it balanced...

    Also, how is any perk toxic in-general?

  • @crunchyotaku83

    No, Freddy and LeatherFace isn't coming to Switch but their perks already are in the Switch version. I believe I heard they are in the shrine themselves to unlock. (Some others say they're in the base-kit pool in all blood-webs but that hasn't been confirmed at all.)

    The shrine is by default in the store under its own section "Shrine of Secrets."

  • @__Panda__

    They both go hand in hand if you're making a build centered around healing yourself to 99% and repairing generators when injured, than heal when the Killer is close to be fully healed. (But even so, This Is Not Happening is still dwarfed by perks like Spine Chill and Alert, which are better for that build.)

    But to answer which is better, Resilience is 100% better than This Is Not Happening, since the 30% skill check increase with This Is Not Happening doesn't really do much of anything but increase the "skill check success zone" sizes, while Resilience gives a flat 9% increase to many things like Healing, Repairing, Unhooking, etc.

    (By Skill check success zone, it just increases the size of the ring where you can either get a Great Skill check, or a normal good skill check. With practice on the default size, that doesn't really benefit a Survivor at all... It more so makes them reliant on the perk to actually hit Great Skill Checks, which isn't really a good thing.)

  • @nightfall

    Yes, they both stack with each other to increase the penalty's against Survivors.

    Keep in mind though, that Dying Light has been tentatively fixed with its known bug. Meaning, the perk is still being fixed and isn't 100% confirmed to be fixed yet.

    Dying lights bug issue

    The bug sometimes crashes any Killer that uses the perk within a game after a certain amount of time OR tokens have been gather with the perk. After such time or tokens, the perk causes the Killer to crash. Crashes usually occur when after hooking several Survivors, or right after a Survivor has been hooked mid-way through the trial.

  • @havoc

    Try verifying the game files by right clicking on Dead By Daylight in steam, and selecting properties on the tab that pops up. Once in properties, scroll over to Local Files and in that section click "Verify the integrity of game files"

    If that fails, try uninstalling and reinstalling the game. If even THAT fails, you can try the last resort of submitting the ticket through the support page and waiting for a response with possible further instructions to assist you.

    Here's the link to the support page: https://support.deadbydaylight.com/hc/en-us

  • @GodNap

    That info is currently unknown and most likely won't BE known until the event is near its arrival to DBD.

    The best I can give to an answer in theory, is that the currency originally was designed to buy those skins, and since the event is happening yet again in the same way... that currency will most likely buy all the skins from past Hallowed Blight to the new upcoming one.

    I can @Peanits for an official response, but that's the best I can do with a answer myself.

  • @xudyy69

    Longer version

    Because, the reason Nurse still exists in this game is because we'll always have a Killer that is the apex above all other Killers. Nurse is that exact Killer because she throws all conventional chase methods out the window, and plays by her own rules.

    Nurse can be beat, but it would require a skilled and coordinated team to best a pro nurse, or a semi-coordinated team to be an average Nurse. I've Survived a pro Nurse before because my team knew what to do, and while I was at the time the weakest link to the team, we still got 2 people out through the hatch.

    Not every Nurse will flawless a game because of how easy it is to play her once you know what to do, all Survivors need is to be coordinated and know what to do in a chase with her to be able to escape. Of course, if you're facing a pro nurse you'll most likely lose a fair bit of teammates, but it can be done...

    Some... methods... to use to face a nurse

    I can't specifically tell you what to do as I don't main Survivor (But I do play both sides), and I don't come across much Nurses anymore, even at Red Ranks. All I can remember from that time I did survive against one was that the Survivors manipulated the structures in the game to mess with the Nurses blinks, for example, things like tire piles, bushes, rocks, junk piles, etc, can usually distort the distance between when you can pass through them or not.

    It has something to do with their hit-boxes being off, but they used these piles to make blinking through them take longer to hold with the Nurses power, and doing so allowed them to mind-game where they'd loop around said structure.

    Those Survivors also faked window vaults at the Killer shack, and when they did vault they'd instantly vault back outside to avoid meeting up with the Killer inside the shack. They also did this when at pallets, but it was less effective obviously...

    her "possible" history to why she's this way

    The way Nurse is designed is truly to be one of the most unorthodox designs I've ever seen in a Killer... but this was during a time when the game was in a lot of ways busted and within a meta that promoted abusing the Killer (Not intentional promotion, just how the meta was and how perks and the Survivors were made against Killers)

    And I suppose she was created to counter-act this meta and dead era of design within DBD, but since that era of DBD is dead... they should update Nurse to reflect the current meta. That's most likely why they're tweaking her add-ons now to remove omega blinking and tweaking her base-kit to be more... practical to face.

    tl;dr

    Nurse can be beat, but its highly unlikely to do so because of how she was designed for a more... dead era of DBD. Back in 2016, the game was more akin to the wild-west when it came to the meta... So it was more so very buggy, a lot of perks were very OP, etc.

    Like for example Tinkerer used to boost add-ons, but they removed that for obvious reasons... Same with the exhaustion perks, they didn't originally have exhaustion on them, but instead they just had a timer for when to re-use them...

    That age of DBD is gone now, and he Nurse was most likely created to counter-act that meta during that time of DBDs infancy... But now that era is gone, and DBDs meta is changed.

    The best I can say is to just wait until they finish tweaking her add-ons and base-kit before seriously attempting to face a pro Nurse... because of how she's designed it really does counter all forms of conventional means against all Killers in-general.

    (I'd suggest reading above in the longer version for the parts that suggest what to do against a pro Nurse or nurse in-general, they could help but that's the best I can really say.)

  • @FireKeep

    That's interesting in theory, but when actually done it could be tricky. For one, they'd have to allow anyone to make a map within a certain set of rules, and it would have to be approved under a new specific team for this.

    Also, the maps couldn't be used in actual ranked matches since some maps could be biased more towards one side than the other. Like for example, people could create maps like Gideons Meat Plant where it's incredible easy to snow ball in due to how small the map is, or they could create another Lampkin Lane where the Survivors could abuse mechanics like with the houses and the perk balanced landing combo'ed with said houses on that map.

    Having that in mind, they would need to decide if the maps could be created from the ground up, or if players can just edit the tiles within pre-existing maps... So for example, it'd be randomized like with the multiple Badham Pre-School maps, but the main buildings and parts of the map would still exist somewhere on said map...

    A lot of issues could come from this is it was in ranked, and if it's not in ranked they'ed have to make an entire new play-mode just to compensate for this feature....

    So like I said, in theory it sounds good, but in reality it has many issues with it...

  • @ocafghanistan

    I tested this once after Post-Nerf, it took WAY TOO MANY hits to even down one person, and it wasn't worth the time at all.

    I think I remember it being somewhere around 5 or 6 hits, compared to how it used to be. (Which was 2 hits, aka it's not worth the time or the add-on slot) Now that was with just Franks, if we use Stab Wound Study which hardly does anything anymore, it would be either 4 or 5 hits which just makes it how it used to be in base-kit... which means it's not worth it at all for 2 add-on slots.

  • @FilledPizza

    Longer version

    On the contrary, GhostFace can actually be his own type of a stealth Killer because of his size and overall concept towards his power.

    Yes, Myers and GhostFace do rely on stalking when they're trying to use the exposed status effect on Survivors, but GhostFace does it in a very different way than Myers does...

    For example, due to GhostFaces size compared to Myers, it's actually easier to stalk Survivors... especially when he does it by leaning around corners. (Stalking around a corner actually makes the Survivors meter go up faster too...)

    The issues for Myers once Survivors are aware he's in Tier ll, is that stealth kind of ceases in some cases when the map is a open field like cold winds or Macmillan estate... This is because of his overall height, and as well as the various places one could hide before he even knows you're there. Now, if you're on say... on Lerys for example, than the stealth is constant for Myers and is quite a scary experience for a lot of Survivors because of this... Despite this for open maps, because of the constant near 0 Terror radius, its hard to really know where he'll come from due to the overall fear of where he'll be... and because most if not all Survivors rely on the Terror Radius to know where a Killer is, Myers throws that out the window and makes Survivors rely on a different sense to find him... sight.

    And while Myers can decrease his Terror Radius even more out of chases with Monitor and Abuse, we're talking more about base-kit.

    Of course, that doesn't mean GhostFace is better than Myers no, it just means they go about stealth in a different way. Myers stealth is constant, therefore it's harder to pin-point which direction he'll come from without the Survivor constantly surveying the area, and while this is true for GhostFace in some regards... the fact he can turn his Terror Radius off and on is why it's so different.

    GhostFace can effectively fool Survivors because of this ability, and by doing so he can fake a chase while actually going back towards say... a Survivor doing a generator they passed when in the chase, or say... walking past a generator area that they knew a Survivor was at, than turning their Terror Radius off and walk back to said generator to find the Survivor on the generator.

    Things like that, and while yes his power can be turned off by simply looking at him, it's a lot different than when he was launched... You need to physically face him now, while looking in his direction, and if you mess it up he'll know where that came from because of the visual prompts he gets when a Survivor attempts to break him out of Night Shroud.

    Their powers a different as well, while they both do the same thing which is stalking to expose a Survivor, the way it's done has different effects. Myers Tier lll gives the expose effect to ALL Survivors, and increases his Lunge and vaulting speed, while Night Shroud can only expose Survivors one at a time, allowing GhostFace to pocket his expose effect on other Survivors and chase the one Survivor he exposed.

    In benefits to the exposed effect, Myers has GhostFace beat for sure, but because of the difference in size, and way the exposed effect is carried out, is why they're not two sides of the same coin...

    tl;dr

    GhostFace is shorter than Myers, which makes it easier to stalk Survivors and increases his stalk when he leans around corners to stalk. GhostFace also doesn't lose how fast his meter on Survivors increases when multiple Survivors are on screen, unlike Myers where if there are more than 1 Survivor on screen during a stalk, the meter increases at a slower pace.

    Myers beats GhostFace when it comes to how the exposed effect goes on, where he can pocket his Tier lll for a practical use, while also having it work on all Survivors WITH an increased lunge distance and vaulting speed. However, GhostFace can pocket his exposed effect on multiple Survivors as well and save it once he downs a specific Survivor with the exposed effect and use it on the others when he finds them.

    GhostFace can also fool Survivors with his Terror Radius thanks to Night Shroud. With Night Shroud, he can use his Terror Radius to have Survivors know where he is, while also double backing on areas by turning off his Terror Radius out of sight to catch hiding Survivors going back to say... Generators, hooks, etc. This is especially good during a chase, if the chase isn't worth it or if its just better to go after a Survivor you saw during a chase, you can break the chase off and turn your Terror Radius off while going back to said generator to get a hit off on the other Survivor...

    In conclusion, GhostFace beats Myers in stealth because of size, height, and how fast his stalking can happen by default, while Myers beats GhostFace in chases WITH the exposed effect in Tier lll, as well as how his stealth is constant and can't be broken through looking a GhostFace.

    Note, GhostFaces ability is harder to break him out of now unlike during launch and or PTB. So it's a lot harder to just actively break his stealth.

  • @Noxus

    The main issue with Post-Patch Legion, is that it's near impossible to casually down a Survivor with the deep wound effect in a normal game without suffering time loss.

    The hard nerf he got really effected the deep wound status effect especially, and now it's not even worth pursuing that as your primary means of downing a Survivor due to how many FF stabs it takes to down someone in the deep wound, and how easy it is to waste time doing so.

    The deep wound status bar goes down now only when Legions Terror Radius is out of sight, and because of how... infrequent it is for a Survivor to just let the timer drop outside of terror radius... than that's most likely why you've never seen it physically go down.

    Most, if not all Survivors naturally just mend right when they're hit, because Legion is more focused on continuing the chain than he is mind-gaming you with a double back towards you... That, or Survivors just slightly run a bit off than mend and the timer doesn't drop.

    It could also be a visual bug because this isn't the first time people who used Legion has seen the timer sit still despite going down (My self included) so it could just be that also...

    As a legion, you're more focused on damaging the team rather than downing them now, so that's something you should focus on if you don't already... This especially applies to Post-Patch Legion now, and although it's harder to effectively chain-stab the entire team in one FF activation, it can still be done... Heck, I've done it at Red Ranks multiple times before this post was even made, it just takes a lot more... forward thinking when you know that if you miss, FF ends.

  • @__Panda__

    Some advice, before you prestige a Killer/Survivor, you should exhaust all their rare add-ons and bloodpoint offerings (Mainly Bloody Party Streamers, Puddings, and Escape Cakes) and (Using said offerings with those ultra-rare/Rare add-ons) before you prestige them. This way, you'll have a fair amount of BPs depending on how many offerings you used for the next wave of level ups for that character.

    Besides that, to answer your question, yes... It's very much worth it to prestige a character, especially getting them to P3 (Prestige 3) due to how the blood web reacts to this. If you prestige a character, their blood web gets a significant boost to the RNG of items and even perks you could get for each level up. It has a big effect on the drop table for the blood web, so that's why most people immediately prestige their character after everything they got is exhausted.

    So for example, a P0 Survivor has less of a chance to get 3 Bloody Party Streamers in one blood web than say... a P3 Survivor. The same with perks, you're less likely to get a perk that could be finished with one more level up, than say a P3 Survivor due to how the RNG and drop table is effected by prestiges.

    Its quite simple, a P0 Survivor is < a P1 Survivor which is < a P2 Survivor which is < a p3 Survivor. Because the lower the prestige levels, the less likely you'll get rarer add-ons, offerings, perks, etc.

  • @KrazyAce13

    The flashlight save only happens right before the pick-up animation is complete. So for example, you blind the Killer right before the pick-up animation is done so when it's completely finished the blind effect happens.

    That's why the timing is so tricky now, rather than how it was before where you could blind a Killer from any angle.

    So by knowing this, the blindness effect could've triggered right after a few seconds from when you walked, due to the effect lingering on... It's kind of the same thing with the perk Head-On, as long as you were in the vicinity of when the Survivor jumped out of the Locker (It activates in a straight line from the locker) than the stun effect will hit you no matter what...

    It's quite odd, and I believe it has something to do with latency as well.

  • @WhTe_Tygre_DBD

    No because of two reasons, if he had the undetected status effect it wouldn't entirely matter since he lets the Survivors around the generator know that he's coming anyways, so adding that doesn't really do anything.

    And if he had the oblivious status effect also, OR if it was just that status effect, than the same issue would arise. Now, he could possible teleport to one generator and walk to another yes, but the issue is that he wouldn't have enough time to do so anyways between generators when the undetected status effect is active, due to how long the timer is by default (It's under like 3 seconds I believe.)

    Also, it wouldn't matter if he did that with the oblivious status effect also because it only activates if Survivors are around said generator he's teleporting to...

    So either way, they both wouldn't do anything. (I'm talking basekit, if you use class photo than maybe it would work, but nobody has infinite classphotos to make that status effect viable...)

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/733198#Comment_733198

    I do too lol, could work for ghostface and pig I guess.

    For like, stealth yeah, but even then idk it could be hindering if you have a hard time finding people.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/733158#Comment_733158

    I’m saying that with all of the purple things, making it pink would make it more common. Here’s an example:

    https://us.v-cdn.net/6030815/uploads/709/EUGJTUFTQ1SI.jpeg

    https://us.v-cdn.net/6030815/uploads/326/WMAEAKPKGFN0.jpeg

    Look at my purple things compared to my ebonies.

    I still find it odd that we have the ability to make it harder for us to find Survivors with the purple fog offering.

  • @Hozh said:

    https://forum.deadbydaylight.com/en/discussion/comment/733153#Comment_733153

    Again, you are just making killer + scenarios, the gates could have been opened by other survivors prior escaping, the hatch can be opened, pallets might be there, too many scenarios can be applied, there is always a chance, but as I said the BP bonus would make more sense instead of unhooking, atleast those 2K.

    The possibility of those scenarios, is too unlikely for it to be considered. The 2k points thing doesn't really matter, but if they added it, that's cool I guess.

  • She's trying to imitate Trapper. That, or the hair physics for certain costume combos doesn't work well...

    Or it's because of the hair update they did for low res settings or something.

  • Hardly anyone uses that putrid thingy thing, whatever its called. Putrid branch or something, and idk why you'd use a cut coin...

  • @Hozh said:

    https://forum.deadbydaylight.com/en/discussion/comment/733123#Comment_733123

    Again 1 vs 1 its not a big deal, depending on circustances, the gates depends on scenarios, most of the time they are open or even the hatch to be honest dont know what EGC stands for

    End Game Collapse or EGC, and how would you get downed at the gate if you opened it, that doesn't make sense. We'll say for the sake of conversation, that you were injured the moment it opened and got down, fine, than what? You still need to spend 3 unhook self attempts to get the 4%, and that's even if the Killer doesn't just stand there and wait till you unhook yourself than down you again...

    AND, most of the time when you're the last person in the game, you have been hooked once or twice, so it doesn't even matter. If by the off chance you never got hooked, flawlessly juked the Killer at every chase you were in.. you could still get downed because it's a 1v1 with either the gates closed, or you open the gate at full health and just escape... than the point of unhooking yourself doesn't even matter. Also, I forgot to mention that if it's a 1v1 the map most likely has no pallets left... so its even more unlikely to avoid the Killer with pallets that don't exist anymore.

    We'll say you're on lerys, which is one of the longest distances for gate spawns in the game, and you got downed and hooked and 4%'ed off the hook, you still need to either be lucky the Killer doesn't just stand there and waits for the 4%, or the Killer doesn't just monitor both gates and gets you again...

    What if the Killer is someone like Demogorgon or Hag, or Trapper, Killers that can trap the gate to avoid this... than what? What if its Freddy and you're in dream state with dream snares... I'm not bashing the concept of the possibility of you escaping, I just find it unnecessary to add the possibility if the chances are so low...

  • @Hozh said:

    https://forum.deadbydaylight.com/en/discussion/comment/732795#Comment_732795

    not really, thats just an scenario out of a hundred

    So you think you should really have a chance to kobe off the hook, in a solo vs the Killer game, with EGC active with no time on the gates?

    Cause that's survivable yeah...

  • Me too, more so because it won't be mentioned ever again if that's the case ha ha...

  • @__Panda__

    Personally, I wouldn't buy it. If you double down with BBQ and a BPS (Bloody Party Streamer) or pudding, than you'll either hit 80k or if you're lucky another BPS is in the lobby you'll hit 120k.

    Spending shards on something like that is only worth it if it's the first day release of a new Killer or something, I wouldn't waste shards on it on anything else casually, and even though I said you should probably consider it on a day one release of a new DLC, I still don't do it lmao.

    It's because of how long it takes to get shards, is why I don't throw them around willy nilly. It's better to save them and use them on a skin that isn't Auric Cells only anymore, or something else like a older skin you're interested in.

  • @Clockso said:

    yes, not to mention how sick and awesome her Prestige 3 clothes look like

    https://us.v-cdn.net/6030815/uploads/903/B4H6WWXIXOCI.png

    Your character portraits disturb me.

  • A pounce doesn't allow you to turn on a dime, that doesn't really make sense to me...

    Also, you can actually turn him, but its only around the end of the pounce, that's about it... The difference between Billy being able to turn and Demogorgon being able to turn, is that Demogorgon is pouncing in a straight line and wouldn't be able to even consider turning in mid-air.

    Billy is physically running, which does allow him to turn when doing a chainsaw sprint.

  • @Captain_Spaulding said:

    https://forum.deadbydaylight.com/en/discussion/comment/732918#Comment_732918

    Hard agree with just removing it tbh. Don't really need more add-ons in the game. Too bad this is only a wishful dream and our BingBong boy will never get the love he deserves.

    https://us.v-cdn.net/6030815/uploads/632/OORUT9FDVTRJ.png

    We'll see, they're currently nerfing Nurse, so anythings on the table at this point.

    (Well, they're making a slight tweak to base-kit and her add-ons, what I was talking about is if they'd do that with Nurse than anything is up for debate now. Since it was controversial to do that in the past, to change anything about Nurse.)

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/732851#Comment_732851

    I disagree.

    I’ve been on high ground such as the perimeter of the swamp, and have been able to watch Wraiths every move even when he’s almost at the opposite end of the map (except for actual LoS blockers)

    i agree with @SpaceCoconut suggestion

    If it's swamp, you can see almost anything if you're on a hill anyways or because of the dark background.

    I'm talking like ground level FOV, looking around. If it's on Lerys the QOL buff doesn't even do anything, and in some cases not every map is an open field, and ones that are, can be obscured by corn sometimes like Coldwinds, or even swamp like we said with the tall grass in some areas... so it doesn't really do anything.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/732903#Comment_732903

    I like the way you think. Let's remove the Shimmer in general.

    It's because if you go below anything other than 32 meters, than nobody is going to really react to it anyways. So why not just remove the whole thing all together, or just have an add-on that decreases the base 32 shimmer to 16 meters or something.

    Either way, it'd just make more sense.

    @Captain_Spaulding said:

    https://forum.deadbydaylight.com/en/discussion/comment/732887#Comment_732887

    I mean yeah if you're going off base terror radius it's pretty bad on paper. But I'm hoping and thinking maybe something a bit better like a 16 meter radius. With that being said, he will still move stuff like corn and grass and you still hear his PIT-PAT of his elephant feet. I'm just down for any improvement for the Wraith at this point as he really does need something to help. BHVR's idea of a buff *I think* was a year ago? It only marginally helped and still even that did almost nothing except needing windstorm add ons.

    They can just have his Shimmer appear at 32 meters, and if you want to reduce that you can use a Ultra-Rare add-on or something to reduce it to 16 or something...

    That, or just remove the shimmer all together to make this a lot easier to program and overall accomplish, since it's a lot harder to program it to appear at 32, than it is to just remove it all together. (Or at least I think it is, I have no idea.)

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/732878#Comment_732878

    One, that comparison does not make sense.

    Two, you could just make Wraith's shimmer happen at super-close distances. Doesn't have to be 32 meters.

    Ok, forget the comparison because it's clearly not taking.

    Second, remove the shimmer effect in-general if it's going to be anything closer than 32 meters than... Cause nobody's going to react fast enough to run away from Wraith if its for example 16 meters.

  • @Captain_Spaulding said:

    Nah I'm on TAG's side on this one. Why keep the shimmer at all when other stealth killers can use low walls as LOS blockers. Wraith is a tall killer. You can see his shimmer pretty easily when he gets close to where he won't even bing bong and you can see. This is a pretty good QOL buff to him.

    So just remove the shimmer effect all together if this is to buff him. That QOL buff isn't really a QOL buff if the Survivors will still see the shimmer within a 32 meter radius for example...

    (I'm going off of his base terror radius for how it actives with shimmer and without.)

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/732865#Comment_732865

    Because it is still a marginal improvement to a character that really needs it, and there's no good reason to really keep it as-is.

    Also, that comparison makes no sense.

    It makes a lot of sense actually, if you're actively looking around KNOWING, it is a Wraith than you'll see them anyways even if the range to see them is cut at 32 meters.

    So, like the comparison, if you can see wraith within a 32 meter radius, and you actively watch for him... why remove the shimmer effect in-general beyond that range? It's hard to even see him farther than 32+ meters anyways unless the map is in the wide open with nothing else moving around.

    The implementation wouldn't even do anything if you're in Lerys or anything in-general.

    So, like the comparison, why add an invisibility effect beyond 32s meters if you can still find him within 32 meters... is the same as buying gas for a car that doesn't exist. It doesn't really add anything, unless you're like... at Green ranks maybe?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/732851#Comment_732851

    If it wouldn't really change much, then all the more reason to do it, no?

    That wasn't the point, if there isn't a genuine reason to even bother doing it... why even do it?

    Like... lets say you bought gas for your car, but you don't actually have a car but buy gas for it anyways... Why?

  • If you see him across the map when he's invisible, than you either play DBD with a telescope or you're part eagle...

    Even if he's not across the map, it's still hard to see him if you're not paying attention. So I don't see why this would really benefit him in any way... The Shimmer effect will be seen if its at a set distant outside of the Terror radius for example, so it wouldn't really anyways...

    We'll say, outside of 32 Meters you can't see the shimmer of his invisibility... 32 meters is still a pretty decent sized radius, so it wouldn't really matter if you're actively looking for the shimmer anyways.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/732774#Comment_732774

    The problem is that OMEGAblinks and Prayer Beads can be found very quickly at prestige level 50 :/.

    Well, like how Omega Blinks are being changed, Prayer Beads could be the next thing to go.

  • It's designed that way because for example, if the EGC is activated when the hatch is closed and you find the last Survivor at one of the two gates... you basically won at that point.

    That's why you just die instantly on the hook, it's to move on from the game. On the slim chance you somehow get a 4% on top of getting away from the Killer... Than you could possible escape if you open the exit gates? But then the Killer would just find you again at the gates... So what's the point?

    That's kind of why it's a instant death, the Killer basically won and nobody wants to drag on the end game any longer.

  • @KrazyAce13

    Nope, just walking speed. It doesn't do anything to your sprinting speed overall, except to let you know about the scratch marks you leave behind when you run.

    As for Sprint Burst, Lithe, and Balanced Landing, all those perks have exhaustion timers that don't recover when you're in a chase due to the Survivor running from the Killer. Fixated does not boost these perks in anyway....

  • I think during every games life, something will be considered the most OP Build eventually...

    This just so happens to be that build for DBD. That, or Omega blink nurse.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/729487#Comment_729487

    Its not the fact that its hard its the fact while hes standing up completely still and Im staring at him behind a tire, right in front of him, or in the middle of the chase it wont even say im looking at him and he just exposes me

    I can't explain why it's easier for some but not for you, that's something you'll have to figure out...

  • Boss already said what I was gonna say :(

  • @xllxENIGMAxllx said:

    https://forum.deadbydaylight.com/en/discussion/comment/730221#Comment_730221

    Yes Billy is my friend whatever we do we do it together. we do need a top tier for a tier list to really exist for sure.

    What we need is more Top-Tier Killers tbh... Something to make the Red Ranks have more variety as Killer. That's why when I play Killer at Rank 1, I play Killers that are not considered to be Top, like Clown, Pig, GhostFace, Myers, etc.

    But not everyone does that, they either just use Nurse or Billy for a SWFs or just in-general. I don't use them for any SWFs, because its more satisfying to beat a coordinated team with a lesser Killer!

  • I mean, not all add-on changes result in the Killers add-ons being "Gutted" I think that's just something people think due to what happened to Legion, which I can admit, isn't my favorable take on what they should've done also.

    That being said, not all add-on changes will result in the add-ons being completely worthless, in-fact it may buff a few of them that're used less, but also decrease the... "OP" factor of others.

    They changed GhostFaces add-ons during his PTB, and his Knife belt and Knife Sheath were considered terrible because they were 5 second status effects with mangled and hemorrhaging. Than they changed it to be much better, and now the sheath is much better while the knife belt is one of the more used items I take with me when playing him without the red or purple rares.

  • @Financial_Stability said:

    https://forum.deadbydaylight.com/en/discussion/comment/730279#Comment_730279

    Yeah, I don't buy it when people say Nurse doesn't have counterplay. Granted it is different and there is no guaranteed safety like with pallets, but that in my eyes makes her balanced. If there was guaranteed safety from counterplay, there would be little chance to actually get anywhere. This is where I see problems with m1 killers. A window or a pallet almost always spell out guaranteed safety when against them. There has to be a level of counterplay that allows both sides to have a chance at every chance, Nurse happens to come very close to that in my eyes. But for the most part that's an issue with game design.

    I think its more so the stigma behind the issue that Nurse is the Top of the top... Where she's considered almost impossible to win against when facing a Pro nurse.

    But even a Pro Nurse can get fooled if you know where to go and how to mind-game windows and pallets. You can also take advantage of how the Nurse can't phase through certain objects unless she holds down the blink for a longer time.

    This is especially the case with tire stacks, which block the Nurses blink for the most part due to their weird A.I. the same for bushes on places like Lampkin Lane to.

    We're talking base-kit though, so if you're facing a base-kit Nurse with no add-ons or offerings, than you can for sure Survive the match if you think tactically with her limitations and how the environment effects her blinking path...

  • If we're talking no add-ons and no offerings... Than it can be do-able to avoid her while also making it not as overpowered as some would believe.

    If we're talking PS4 Nurse, than I couldn't say for sure as I hear more Nurses there have a harder time with the controls. (Unless, you've already mastered it on controller than nevermind)

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