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Freudentrauma

Freudentrauma

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Freudentrauma
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  • @George_Soros said:

    https://forum.deadbydaylight.com/en/discussion/comment/522977#Comment_522977

    @HavelmomDaS1 indeed, NOED is not balanced. Somewhat useful against bad survivors. Nearly useless against smart ones. Could use a slight buff.

    Noed Buff suggestion:

    A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping. You start the Trial with 5 Tokens. Each time you hook a survivor you gain one Token. Each time a Totem get's destroyed you lose one Token.

    Once the Exit Gates are powered, if you have at least 6 Tokens and if a remaining Dull Totem on the Map , this Hex is applied to it. If there is no remaining Dull Totem, a broken one get restored with this Hex applied.

    While this Hex is active, Survivors suffer from the Exposed

    Status Effect and your movement speed is increased by 2/3/4 %.

    The Hex effects persist as long as the related Hex Totem is standing.

    That way even when they destroy all your Totems, you can get your Noed pulled off, if you were strong during the trial with only three perks.

  • I doubt his standard speed will change. The only thing I expect are slowdowns while using his ability.

  • @JawsIsTheNextKiller said:

    We need stickied topics for every chapter released called:

    • Complaints about the new killer
    • Complaints about the new survivor
    • Complaints about the new map

    Obviously we only need the first 1 this time! 😀😥

    Yeah, maybe three or four megathreads help a bit to keep things more in one place and strengthens the visibilty for smaller issues as well. Besides it kinda allows devs to get some more feedback focus on things they truelly care about. With current PTB I would expect something like:

    • Ghostface - Night Shroud Megathread
    • Ghostface - Perks Megathread
    • Survivor/Killer Perk Changes - Megathread
    • Survivor Emblem Changes - Megathread

    Or something like that. Of course it's too late to do this right now and I don't know hom much more time it would take to set up such threads. But that might be a suggestion for future PTBs? @Peanits @not_Queen

  • @DudeDelicious Height plays a factor when it comes to visual blockers. Most loops contain objects with different sizes. So smaller killers like Hag, Legion or Freddy have more space to pull off moonwalks while taller killers need really high objects to hind behind. Smaller killer are also harder to spot from a distance, which might play a role as well.

  • I thought they already gave us June 18th as the release date? But in general DLCs are coming out regularly all three month right now.

    AnywayI wouldn't mind, if they would add the DLCs entries after the reveil. Maybe even allow a "preorder", but that might come with technical difficulties or at least some extra work, considering that you have to communicate, that DLC isn't out yet. Even though you already see it.

  • @DBD_Pinhead said:

    He's sending them to The Entity so he can frame them in the Hall of The Fog.

    Honestly, that might be kinda answer. If Ghostface has to desire to send them, then he basicly sends it to the Entity. And the Entity just throws it into the void.

  • @xllANDRESllx Often we find out about certain balance changes, when we read about them in the patch notes. They don't tell us everything beforehand and wait for the time after PTB goes live to go through all the changes. So it's possible we see a few minor balance tweaks or even changed perks. I actually expect to see the enduring change, they've talked about.

    @Tsulan

    Yeah, if you don't have five people for a serious KYF test, than it's barely possible to test out a killer in ptb. Especially, when there isn't a new survivor or large survivor perk changes. I will probably just watch streamers as well and maybe play a few rounds solo survivor against GF to judge from the survivors perspective.

  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/504457#Comment_504457

    Hi! Thank you for replying to a Plague thread!

    I don’t mean to be rude though but what your stats show and what’s actually happening beg to differ. She probably has the highest score at rank 1 BECAUSE nobody plays her. Kind of like how I could say I have a 100% snipe accuracy because I hit something afk a couple times with a body shot.

    There is no way Plague is up there with the likes of Nurse and Billy. Lack of continuous streaming shows this, especially when popular streamers stream more new Legion than Plague.

    People rarely play Hag and she isn't a weak killer. Not just strength plays a role, I think. It's probably the game feel of a killer that takes one as well. As soon as you figure out the basics of Hillbilly or Nurse, they give you a really straight forward game feel. Hag on the other hand is more complex and her ports are very unintuitive in design by the clean cut. Similar migh be Clowns bottles slow arc flights and maybe Plague.

    Throwing up on survivors might be fun, but often it's hard to judge when they got injured, when it makes sense to puke on gens, when going corrupt etc. Many options in a fast paced game.

    By my personal experience, she feels decend. And honestly I can't judge how strong she is on red ranks, because I have no time to play killer as much as I used to. But I wouldn't be surprised if complexity plays a role.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/504057#Comment_504057

    Every single product ever designed does the same.

    No, of course products get advertised, and yes sometimes stuff gets an artifical time limited offer. But not every product is designed as a consumer binding service. Stuff like screws and tools e.g. They are put in stores and if people want to buy some screws, they buy them. Most likely such products are just designed with a certain cost/quality balance in mind and has no design space for any kind of psychological tricks. So no. Not every single product ever designed does the same.

    If I think about it. It's actually kinda rare that products are designed to make the user to feel like he has to get the most out of it.

    @George_Soros It's understandable, that the devs want some kind of additional income besides DLCs. That's why they also have AC-only cosmetics. Something optional which isn't pay2win. And it doesn't put some additional pressure on those who buy it. People aren't upset that BHVR wants another source of income. Cosmetics might have been criticised. But mostly for their prices. The problem people have with battle passes is more about their time limited nature and the problems they come with it. And I think it's really good we have discussions about it and people are voicing their concerns, so Behaviour can consider it, while they are still in the design process of the Rift.

  • According to an official forum announcement it will ill include 9 Killers, 10 Survivors and 3 cosmetics packs. We don't know which one. But I expect all characters to be original ones. Most likely the first 9 Killers we got in chronical order, I think.

  • Will future map rework milestones also mostly focus on one specific map or is it possible that we will see several maps reworked at once?

  • @NuclearBurrito said:

    The mechanic exists! It's called gen rush. Do it.

    Sadly the only solution to "punish" camping right now. Problem is this negatively effects all killers and the call for a second or more complex objective for survivor is real.

  • They probably wait for their complete AddOn overhaul. And even then, they probably don't make much changes to Hillbilly's basekit. Which is fine as it is actually. Bubba on the other hand is in need for a buff, but a bigger one than just changing charge time.

  • Those dlcs were made back in the day before they added the auric cell shop. Around that time the only way to add purchasable cosmetics were via dlc packs. And old fashioned cosmetic packs have a different price politic in general. On the other hand some auric cell cosmetic are much higher quality than the old dlc pack ones tbh.

  • @LordGlint said:

    I just wanna throw this out there... They've given us FREE DLCs before, and said they'll do it whenever they can afford to. If a "battle pass" system with cosmetic only things can earn them money... We might see more Free DLCs.

    Doubt. They even established now that a new chapter doesn't necessarly mean a new map or survivor+killer. And the fact you can get original characters with shards is also a good reason to newer give out something like a free DLCs. Which by itself is fine. I mean the base game is 5 Killers and 6 Survivors, which is enough for a good start.

    Really don't have high hope. The Rift is just another way to make some money besides DLCs and cosmetics.

  • @ZeBee said:

    https://forum.deadbydaylight.com/en/discussion/comment/497419#Comment_497419

    I’m fine with it just being Ghostface, but they aren’t about to consider it chapter 12... THATS what I’m upset about. It doesn’t deserve the same title as other chapters even if the chapters are bad (like chapter 10) lmao

    To be fair, with Ash we at least got an additional survivor between Plague and Ghostface, who kinda serves as the Chapter12 survivor replacement. The only thing we are missing is an additional map.


  • @Mochan said:

    I've come across several LF mains. You know because they have Prestige faces.

    They are incredibly good at the game, but they apply pressure through nothing but pure game sense and being good hunting and chasing down survivors. They have mad props from me.

    Most Leatherface players are easy to beat but the mains who are good at it are on a whole different level.

    Yeah that's true. Good LF players are well trained in basic chase of the game, but to be honest I think that's true for most people who play weaker killers good on high ranks.

    I personally love playing LF as well and as a decend chaser I'm capable to have some good rounds and fun with him. Even though I'm really playing him most of the time with a pallet destroyer build and sometimes try my luck with tinkerer to surprise survivors in an unsafe area.

  • Hard to say. I would say Legion is a little bit more straight forward to learn compared to plague.

  • I don't think the tantrum is the issue. It's hitboxes. I think what would help him more, if they reconsider the hitdetection for objects during his sprint especially on the sides. By my feeling it's oversensitive right now, or the killer's first person view makes it to difficult to judge/see things you can hit.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/495193#Comment_495193

    It had better move to ps5! And run better too! Lol this is something that should be answered may31st

    Nah too early. Next gen talk won't happen until we are closer towards the release of the consoles, which I doubt will happen this year.

    With mobile, dedicated servers and Switch release they have enough to talk about for the stream I think.

    @Topic I'm pretty sure one day we will hit the point, where it makes sense to start over with a DbD2 concept. And will probably look forward to it, what possibilities the game designers would have, if they could design a successor from scratch based on their DbD experience. But we are still far away from it. In best case scenario, I could see some spin-off happening.

  • @[Deleted User] said:

    @Sairek

    Map control should never be so poor that a killer ends up downing/hooking a survivor so far away from the best gens to protect, and is not a poor factor for PGTW, it’s simply a poor way to play as killer.

    Not many killers are capable to prevent survivors from running away from the gens that are being done. Map control is in their hands most of them time. Besides that swf teams have a tendency to call out their friends, how much close a gen they just ran away from is done. So one runs to it and might even finish it right before you are there.

    @Topic

    I agree, something should be done, so pop works for less mobile killers as well as for mobile ones. And I say, let's get rid of the timer and make it, just a general one time use after activation. The fact, that you wouldn't be able to stack PGTW tokens already makes it a tactical choice, for them, if they go for the gen or a survivor. I don't think the timer itself is necessary.

  • Nice to let us know. Is there already a bug report for it? If not, somebody should write one into the Bug report forum.

  • @Donnyc said:

    First off mentally handicap people in the USA have the same rights as everyone else which includes purchasing firearms and it is the unstable persons fault if they use it.

    Secondly there is already a reward for grinding in the form of shards that you can purchase skins, non licensed DLC, perks and shards from the shrine. If you are against battle passes then why don't you have a problem with shards. And were do you get that there is a powerful psychological trigger, many people in this game and most multiplayer games can't even finish a match without disconnecting for stupid reasons. That's why must games have to put bans and timeouts in the game to keep people from DCing. I personally prefer using shards though.

    First, I see no reason why we would have to compare a video game business model, which might be implemented by a Kanadian studio for their internatiol audience with US weapon law.

    Second the shards system is different by not beeing artifical limited. Battlepasses are designed to urge a person to grind for a limited time, the free/premium pass is designed to always show you what you miss out to urge you to buy it, etc. The main difference is control. You aren't wrong that the current shard/cells system is quite similar. But it's more an argument against Battle passes, because we already have a system, which rewards player spent time while providing an additional way to pay. And it's better, because it doesn't artifical limit things. There is no reason for you to fear, when you don't have time to play the game or are not in the mood, that you might miss out or waste money. Just because they kinda convinced you to pay you for something which urges you to play.

    I like the shards/cells system in general, because it's an honest system in the sense, that you see know, what you can buy how and how much. What is premium only and there is no urgency. So why do we need something, that is basicly worse for the consumer?

  • @KingB said:

    Theres literally no argument against a battle pass other than

    "REEEEE FROTNITE BAD!1!1!!"

    If you dont like it dont buy it.

    There is. And I don't care were what made them popular. I wrote why I'm against them.

  • @Orion said:

    It's a combination of the EGC (expected, survivors are the only ones who've ever review bombed the game) and people who expect to be pros at a game after 0,1 hours.

    Don't forget people unhappy with Legion changes and I can remember at least one killersided review bomb, which happened after they announced the Freddy nerf.

  • Honestly if you look at the facts currently:

    • Peanits specified that a Chapter doesn't have to mean Sur+Killer+Map combo
    • zero mentioning of a survivor on the panel schedule
    • Ash's achievements beeing referred as Chapter12_Survivor achievements
    • leaks showed no sign of something else than Ghostface

    Then I think, we shouldn't 100% assume that this Chapter will be an usual one. Mostly because of licencing, that didn't gave space for a 100% chapter. Of course we could wait and see, but I wouldn't be dissapointed, if we only got to see a new killer.

  • @Iceman

    This is a limited way to think of things. Yes, people are kinda responsible for themselves. But that doesn't justify abusing general human behaviour for your own greed. To give an example are TOS themselves. Corporations aren't allowed to write everything into them. There are legal limitations for a good reasons. Mostly because it's known that regular people lack the legal understanding and don't have time to walk to a lawyer each time they have to agree one.

    With battlepasses it was said before that these kind of prey from the basic human desire to finish things. Just think about it? How often did you find yourself in a situation where you see a progression bar and have the need to finish it. Even though you sometimes hit a point where you aren't in the mood anymore. So you force yourself and actually have a bad time playing a game?

    That definitively happens all the time, even though game devs actually try to prevent it. Mostly because they don't want to associate you with having a bad time. On the other hand if you do it in the right dose and provide people with some feel os success and accomplishment you can negate that effect and you have a system that keeps players engaged in your game and spend more money on it.

    And there comes the problem with battle passes. They aren't designed as a simple purchase. They are a grind. Not a gamble, but a grind. You kinda pay for the opportunity to grind for ingame time limited rewards. And with a "free/premium" battle pass things got better, because you can show dedicated players as often as possible, what they "missed" by not going the premium option. And as soon as they go for it, they feel forced to finish it completely. Nobody wants to waste their money. Which also means they stick to the game and will most likely spend money again for you.

    Now let's go back to the keyword RESPONSIBLE. Do you really think, that the average person is completely 100% capable to resist basic human behaviour, when they are confronted with systems that are specific designed to manipulate them to spend money they shouldn't spend? I don't think so. Besides I don't see any more value in having a battle pass in the game. It won't make the game better or more exciting. Maybe even more frustrating for those, who can't afford it, because they get constantly reminded, what they "missed".

    Currently they release new chapters on a regular base. People can either buy them with money, which supports the game or grind ingame for the characters. The second option on the other hand means, that people are dedicated players, who play often and provide a healthy playerbase. Besides they release new cosmetics each chapter, people can spend their money for.

    It's not like this game doesn't have already a steady source of income that provides to keep the game alive. And yes, dedicated servers are coming and adding costs. But those don't require the game an additional predatory system.

  • @LordGlint I agree it makes sense on Legion and basicly all killers which have a power bar so far, but that doesn't mean that every killer needs one. I can't see Nurse using a power bar, because blinking is really the only way she can move around the map. And increasing her base movement speed, would really be a bad idea. Her AddOns need some rethought/rework, but I kinda like the straight forward design of killers like her. But base Nurse and game feel is fine. AddOns are the problem right now.

    @Topic

    Yes, we are getting a lot power bars right now, but currently they fit to each killer that has one. It kinda is a sideeffect that devs are designing more complex killer powers with a less straightforward design like Clown has e.g.

    On the other hand I understand, having so many after another makes you think, that this might be the design philosophy devs are going with right now. And I hope they aren't limiting themselfs. There are other options like ammo, token based powers. Or they find a way to make something as straight forward as the classic ones. I just hope so.

  • @Shad03 said:

    BHVR does need to put a plug on the leaks, it's getting kinda absurd now.

    It will die down as soon as there isn't anything left anymore in the leaked devbuild to find.

  • @legion_main said:

    @Sairek Like I said since it wasn´t meant to be in the game of course it has its flaws such as that all Im saying is why haven´t they added this in yet? I feel like it would keep the game fresh

    It might look like it's possible, but a 2 killer mode would actually require a lot of work. You have to reconsider maps, perks etc. and all kind of combinations. It wouldn't be easy.

  • Leaks happen, when something unintentional escapes a closed system. Stuff like the trailer to speculate on the trailer the other hand are just a calculated tease.

  • @BBQnDemogorgon said:

    @tt_ivi_99 If you look closely Freddy has a recharge power bar 👀

    With the red timer/charge around the icon.

    Devs are really in love with that thing lately. Spirit, Legion, Plague and most likely reworked Freddy and the upcoming Killer have one as well.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/489638#Comment_489638

    Ultra Rare add-ons don't have to be new, they can just convert existing add-ons into ultra rares.

    That will partially happen. Especially because Billy has 9 uncommon AddOns instead 5 like he has to have. On the other hand it's worth to completely overlook AddOns and rethink some of them. Especially lots have changed within the game. Chains AddOns for example have become less interesting with Sloopy Butcher changes in September etc. On the other hand Billy has 19 AddOns. So they need to add at least 1, which I think will be an UR.

  • @Figas said:

    https://forum.deadbydaylight.com/en/discussion/comment/489198#Comment_489198

    I consider an actual killer to be any killer besides nurse. Billy isnt op at all, he has counter play and you can still try to juke him even in the open.

    I dont like the argument of "we need her because of swf" since when I play survivor I really enjoy playing solo survivor but I still get matched with nurse after nurse.

    People that claim that you just need to counter her with stealth probably dont know how the game works. Theres generators on the map that need to be repaired, you cant repair generators from a corner of the map, also stealth isnt gonna help you when all your teammates are getting slugged with 5 generators remaining.

    Maybe its just me but when I play killer I dont want to have a 95% chance to get at least a 3k, it just doesnt appeal to me. Id rather play anything else and make it actually mean something when I get that 4k against the squadettes.

    When people talk about Nurse can be countered by stealth, they don't mean 100% killer avoidance. It's more about using LoS breaker midchase. And moving more unpredictable while predicting the blinks of the nurse player. Really, sometimes you can judge how nurse is blinking right now and move out of the attack range of the destination, which wastes her time. The thing what survivors don't get, that Nurse is a game changer. Her mechanics work different and also the rules of chases. You can learn how to avoid falling against a nurse too quick, if you are willing to.

    Sadly most survivors aren't. That leads to scenarios in which people fall within seconds or are all slugged one after another. But that shouldn't happen....


    Another thing to note is that if you pay attention to the video, you can also see that MoM+Instaheal is a bad combination against Nurse. You might be able to eat more hits, but the Heal activates MoM aura reading. And that's something you don't want to happen against her.....

  • @Kebek said:

    If I remember correctly they go on special sale offer from time to time that allows them to be bought with IS. Or at leat that's how it used to be I think.

    Yeah it was like right before a new chapter comes out, the set of the previous one became IS available for a limited time offer.

    @Topic

    According to a reddit post 21 days ago, about 74.2% of the cosmetics are accesible through shards. But to be fair. Most of them are Recolours of the base skins. Still they are very close to the ratio they promised backwhen they introduced the shop a year ago.

    Still I understand, that it's kinda frustrating only to see AC focused cosmetics each week. And it makes shards feel less worth. Especially if you belong to those, who prefer to support the game with buying chapter dlcs instead of using charts. I personally hort shards by now in hope I get some good use for them. Don't see the use in buying BP in the shrine since they changed it.

    But you have to understand, that these cosmetics cost extra time, and it's meant to finance future support of the game as well. It's a business after all. Still I understand your criticism. And maybe they might put some older cosmetics into the shards category as we approach year 3. Those who don't run anymore as they used to be, when they were introduced like the clown one e.g. Who knows....

  • @Stubbsyefc1 said:

    Sooo the person had the trap on cheated????, LOOL, The game was full off cheaters now?, This person had a trap on the the last gen was done and walked out with the trap on...... CHEAT

    Was the trap put on before or after the last gen was activated? If it was put on her after the last gen was activated, everything is as it should be. Keep in mind, that Pig's traps are useless now, after the last gen popped.

  • @TWiXT said:

    I have a Nagging suspicion that the "Drama" and "Cries" the devs mentioned for the 3 year anniversary livestream are probably going to be nerfs to Nurse, Billy, Perks, add-on's etc... so you can quote me if this is the case on the 31st.

    With a new chapter, freddy rework and anniversary stuff coming out, I doubt they will talk about any kind of additional big killer adjustments, yet. Even though the chances are high, that they will look into Nurse or the Chainsaw Bros. AddOn's next, now that they are done with Legion and Freddy. But that is something we kinda know will happen, because they talked about the desire to get each Killer on the same AddOn scheme a long time ago. Even asked for UR AddOn ideas for Billy and Nurse. But I doubt we will see one of these two changes happening before September.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/478872#Comment_478872

    This list just proves that Dbd never left the Beta stage, and in reality is still an early access game.

    Not really. Things just broke over time, but DbD in general is more of a GAAS title. Not comparable with a beta.

  • Nah frying pan feel overused by now. What we really need is a wooden spoon killer.

  • @ABannedCat said:

    Its crazy how so many people think all you need to do as Nurse is having a good muscle memory on your blinks.

    This might be true on rank 20-15, but once you hit higher ranks, people will start to use line of sight against you. They will juke at every corner, behind every wall. A chase with or against the Nurse is one big mindgame. The Nurse player needs to know every juke possible at every structure, and needs to watch every individual survivors for their playstyle. Survivors tend to repeat jukes that worked previously. Getting double backed? Chances are they will do it again. Ontop of the mechanical precision required for the Nurse, alot of prediction and experience is required to play her at high level. This is why her skill ceiling is so damn high, because you never stop learning.

    Yeah, that's so true. When I face Nurse players I can really judge the difference of their skill level based on how well they can deal with LoS breakers and predict my movement. I even stunned Nurse players who have no problems with blinking itself. Mostly because I got them blink into a pallet.

    @Blueberry said:

    I agree. In terms of skill required to play at a high capacity in rank 1 games I would put the top 3 most required as:

    1. Spirit
    2. Huntress
    3. Nurse

    Just my opinion.

    Keep in mind this isn't power level, but simply the skill required to play them at a top level capacity.

    I kinda feel like Hag is missing here. I really think she requires more skill than those three in the sense, that her power is not really straight forward as a Nurse blink is or a hatchet throw. Still not sure, if I could make very specific list.

  • @HeHeBoii

    Exactly that design approach is exactly why the game ended with so many survivor friendly perks and tools, which got abused by well playing survivor teams. The game is hard to balance for both sides as long as this design idea get pushed too much.

    @Blueberry

    The lack of information solo survivor have is sometimes really frustrating. When I play solo survivor I get farmed, not saved from the hook before second phase, because everybody assumes somebody else is going for the save, experience NOED even though I destroyed at least two or three dull totems etc. Of course you can say it's hard mode, and you have to be more selfish. But really not everybody is into that. And at one point, you will start to stay away from it and end up playing the game less, than you would like.

  • Most likely experience. Also it's probably not hard to hit that spot, if you pass the killer very close.

  • They buffed the values, because they thought there might still be situations on which the killer doesn't close the hatch, but guards them. Most likely, when the gates are too far away from the hatch and/or each other. In that situation it's technically possible to finish the last gens and activate the gates to escapes.

    But to be honest, it's such an edge case scenario for picking this perk. Besides that it shouldn't happen anyway that gates spawn too far away from each other.

  • @EnviouSLAY said:

    https://forum.deadbydaylight.com/en/discussion/comment/469782#Comment_469782

    have you played survivor? because if you actually watch other people play, or play yourself you'd notice that 9 times out of 10 a hit connects that shouldn't have reached you in the first place. Even from dedicated servers on the last PTB that did not change anything with it being a "peer to peer ping issue" survivors hitboxes are messed up.

    PTB dedicated servers test was only about testint the load. Hit detection was in an unfinished state.

    @Topic I don't see a huge issue with LF multidown. Yes, it rarely happens in chase scenarios that you hit more than one survivor or pallet. And I know it makes LF quite stron in the basement and camp scenarios. But LF is currently in need for adjustments, that should be considered first. Removing the multihit should be an afterthought.

  • The problem I see is, that Obsession can change midgame now with DS and most likely through more upcoming perks.

    On the other hand, I really don't see the issues with this 100% balanced out. There are so many ways, which can make survivors obsession, and even if a killer suspects you to have it, it really doesn't give them any options to counter it except they decide to camp/ignore you.

  • No, there are als other interesting fun builds, if you like to chase. Of course he isn't an A tier killer, but he isn't unplayable. My personal build is Spirit Fury + Tinkerer + BBQ +Enduring.

    Bubba is love, Bubba is life.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/474746#Comment_474746

    THIS +1000

    Seriously my biggest issue with it. People like to say, just don't tunnel, but that isn't accurate. I get hit with this perk quite frequently and I don't tunnel almost ever.

    Instead of an anti-tunnel perk it's currently just a 60 second immunity perk. Either the time needs to be reduced to like 45 seconds or as you said de-activate as soon as a different survivor goes down.

    I keep in mind who got unhooked recently and just slug them. Not the nicest way to handle it, but if I think about the amount of DS user I already faced by now, who immediatly try to get into chase after an unhook, it's just fair to rely on some slugging right now. And even if slugging doesn't give you direct process, it still buys you time and helps to build up some pressure.

    I understand that the new DS might frustrating in some cases, but in general the rework they've done is really quite right compared to other changes where they rely more on simple nerfs, which is not the best way to approach balance.

  • @Blueberry said:

    I still think even a base nurse with no addons is better than "almost" any other killer using their best addons and still broken. She can be countered, but it is extremely dependent on what map you got and is only really jukable on certain areas of the maps. It is a highly limited counter. Her auto aim lunge is what could be reduced and then I think she'd be fine.

    Yes with addons she is just completely broken and they are an issue, I just don't think that's her only issue.

    She also comes off as more broken because of poor map design. The maps general favor her a lot bar just a couple. If maps were designed more for stealth she would inadvertently be weakened quite a bit.

    It's hard to say, because she is a game changer in chase compared to any other killer. So people are less used to play against her/change their style, or aren't willing to adapt.

    With map design, I have to say it's hard to say. Nurse only has advantage on places, where she can clearly see survivors, but those having limited space. And those aren't so often. On other places you have either LoS breakers or enough space for a mindgame gamble.

    I personally think the thing which benefits base nurse most, is that her animations/blink movements seem to be more vulnerable to latency compared to other killers. At least by my experience it feels like that when I face her, that my ability to judge her blinks is less accurate the higher the ping gets. Maybe it's just my imagination, but it really feels like that.


  • @Mat_Sella said:

    whats to stop the holy trinity from also using this to dominate?

    The idea is to introduce a killer buff, which benefits low mobile killer more than high mobile ones. Of course they would get some more mobility as well, but it would affect them less than low mobile ones, because they already have a good mobility to begin with.


  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/470251#Comment_470251

    Except nobody's using the same arguments. What we're saying is that the EGC is the new toy, so people will naturally want to try it out, see how it works, etc., and that it will go back to normal within a week, tops.

    And yeah, the past does matter, at least to people who can actually remember it and experienced it. Still, by your own admission, the EGC has fixed these issues by making games shorter when everything is decided. By your own argument, this is not an issue.

    You literally used the same arguments to defend the issue, when there is nothing to defend. It's just grudge. And like I said, if it's possible it won't go away. It will stay. People will keep do it, because they can. It might not be the majority, but it will keep happening. Like it wasn't the majority of survivors who took the game hostage by constant hiding. It was an issue, but a very uncommon one.

    And it's funny how you have to twist my argument. My argument is, that EGC is meant to shorten games, when everything is decided. But killers slugging the last survivor for seeing EGC time is another way to drag things out. Maybe only max. 4 min. But it is dragging out, when everything is decided. So it's an issue were the system still fails.

    I'm playing DbD for quite a long time. And had my fair share of horrible experiences as a killer and a survivor. Of course I remember, but I'm willing to move on compared to others within the community, after things got finally changed for the better.

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