FrostyEyesSusie
FrostyEyesSusie
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@tendyhands said:
Before I make a suggestion for a change I'm going to point out what always happens. People hate change. Anytime you suggest a change they just say "well blah blah do this or do that, just deal with it". So before you put out those comments ask yourself "how is the game worse if this change goes through".
I don't know the exact numbers but here's the fix for camping. If a killer stays close to a hooked survivor for too long, survivors all get a buff to gen speed. It's similar to crows for survivors. Staying in one place and hiding for survivors is too strong, so they have something in game to get rid of that. If a killer stays too close to a hook for too long, survivors should be able to escape instead of it being an easy win for killers.
So once again obviously depending on what the numbers are, but should a killer be close to a hooked survivor for say a minute straight? Obviously not. You could even tweak it like ruin so that fine if there's 1 gen left and you camp maybe that's ok. But if it's the start of the game and you are getting camped clearly there should be some penalty to killers instead of saying "hey you get an easy 3v1 at the cost of 2 gens".
Ok, but now we survivor mains can just hang around a hook to keep the killer around while we reap the gen speed buffs and then make use of our speed buffs and basekit BT and Off The Records and have an even easier game than we already do.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/3025586#Comment_3025586
You really don't expect a DBD player to ragequit regardless if they are winning or not?
Never saw a person DC in the middle of a death hook animation?
Due to my iffy internet connection (thanx, Comcast!) and pre-war computer rig I often get DC'd or have a crash and then some bufoon with a manure-eating grin drops by and leaves a taunting self congratulatory on my Steam profile gloating about how upset their outlandish looping skills made me that I'd ragequit.
Yeah, I call major bull on that, tbqf.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/330892/as-a-survivor-main
Uh...no.
As a killer main that also plays survivor, both sides got some nerfs and some really nice buffs, but killers definitely come out ahead here. The only 'wrecked' perk on the killer side is Ruin, and most killers get very sexy baseline buffs.
Survivor...OTR is going to have to be nerfed, DS is not fit for purpose anymore, Spine Chill and Self Care are now completely useless.
How about BBQ, Pop, and NOED? Meanwhile we survivors got basekit BT and Off The h*cking Records. Nuff said isn't it?
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@TheDarkTyrant said:
For me, Nemesis, Mike Myers, and Perimeter Head. I love the energy in Nemesis' and Pyramid Head's. Pyramid Head's is the creepiest to me to in the terror radius. Mike Myers' is awesome because it's just taken from the movies (Which I wish they would actually do more of Sith the licenses).
The last Ghostface music was by far the best. Second would be Triangle Man's old tune. I understand why it was changed (the metalic noises made it hard to listen to audio queues) but it was simply awesome.
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@JUMPSCAREKILLER said:
i mean i am ok whit op ######### as long as i dont have dc penalty in games but this game has so why in hell is this a thing or nurses in general. nerf or remove nurse. even braindead monkey could get 4k whit nurse. nerf it or make it harded to use. or take dc penalty off.
even braindead monkey could get 4k whit nurse
Oh neat, let's see your nurse 4ks please, then. I'm sure it will be easy for you to show us just how braindead nurse is!
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3009758#Comment_3009758
idk about that
I remember just starting out on League and was told to kill myself and called various slurs multiple times within my first few games just because I had no idea what I was doing
Words aren't toxic, behavior is toxic. Feeding and throwing is the most you can do to be toxic with in LoL and even then it's only to your own teammates. It used to be that you could spam mastery badges/emotes but since they added an option to disable seeing those years ago, it's mostly tame.
I don't mind some id*ot typing words at me, I literally couldn't care less about that nonsense if someone paid me to care about it. What irks me to no end is the crouching and clicking and using filthy perks like DS and DH.
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Sadako is a "stealth killer", but has a lullaby as big as her terror radius. Her power is basically teleports for map mobility, but survivors can turn it off at will. She has a passive flicker to mindgame in chase but has to slow herself down to deal damage. She can use her teleport in chase to get ahead but most tvs are already in a loopable place and the teleport has a directional audio cue so survivors can simply move away. She can apply condemned status to potentially mori someone but survivors can easily reduce stacks that take the entire match to apply. She has a small size so she's harder to spot but her POV is closer to the ground so she sees less.
Literally all of Sadako's "strenghts" have huge drawbacks that completely negate them. To say nothing about the fact that she is a m1 killer in the age of validated Dead Hard and a hit and run killer in the Circle of Healing meta.
Why even bother spending cash on a license if the licensed killer is going to be castrated into meme status from the get go
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/323712/swf-breaks-the-game-heres-another-example
when else are you supposed to use head on
You're not!
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@AnneBonny said:
so because you had a bad match people just shouldn't be able to play with their friends? lol
This but unironically.
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@H2H said:
Survivors have a pretty low bar to clear for a win, if you go by their standards. You dumpster them and 3k with 0 gens complete but the last one finds the hatch first? GG EZ U LOST GIT GUD BABY KILLER
It’s nonsense that comes from Behavior refusing to define a win or loss in any sensible, practical way.
I prefer to use my own definition: if the survivors had a miserable time playing the match, I won.
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More than a Hoffman skin for Pig, I'd like a survivor Amanda skin for Tapp. Having the both the Survivor and Killer be the same character would be neat as h*ck.
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It's not something that's ever going to happen but I would kill for an OG Englund Freddy skin.
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@YOURFRIEND said:
I look forward to continuing to not prestige.
This but unironically.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3005175#Comment_3005175
omg babes why you talking to yourself
Really, a "no u"? Lame, expected better.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2997330#Comment_2997330
Pov you get pedantic over someone's way of speaking for no reason
Pov you have no sense of humor
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Oh did we? I wasn't aware we were in the development team. I think I'll use my newfound station to remove Dead Hard and about half of the pallets in every map, please excuse me.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2995082#Comment_2995082
That's just not true. Why do some people have to overexaggerate how weak killers are? Hell, they have camping and tunneling as strategies, which are strong and take barely any skill. I am doing fairly fine without camping and tunneling actually, even though I am all for making the skillful and fair strategies a bit more viable.
This game isn't even survivor sided if you take those two strategies into account anymore.
Also, I can't say I am noticing a shortage of killer players. In the evening, survivor queue times are a bit longer, but that's also because many people play with their friends during that time. During the day, it's the killer queue times that are actually longer for me.
Tunnelling and camping will net you 2 kills at most at the end game and none if the survivors are halfway competent considering all the second chance perks, bad map designs and comms. Efficient survivors will finish gens before you mow through all the safe pallets and loops and DS and BTs and then they can trade hook until someone with a fresh DS becomes literally unkillable since the 60 seconds DS timer will mean they can simply crawl out of the gate.
If you don't see how the game is survivor sided then you simply don't play killer. Period.
Wanna know what is a strategy that's actually strong and takes no skill? Survivors pressing shift+W. At least against anyone not named Nurse or Blight lol.
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Dead Hard should be attached to No-Mither with DH being given a brand new effect altogether. It would balance DH naturally because of the tradeoff of a healthstate AND make No Mither more than a troll perk.
It's killing two stones with a single bird.
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@Aztreonam78 said:
I died like 50 times in a row (I play normally for 99% of the game, then when everything is over I decide to die).
Killers are still very good in my matchmaking, and they use meta perks.
Here's the thing, there is a shortage of killers because BHVR has made the role so weak and frustrating that nobody but masochists or sweaty tryharders play it anymore. So no matter how low your mmr is, you are not likely to find a new killer player and instead are just going to get matched with whoever is available.
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Most of the character's names are censored. The word "phone" is censored. It's not a German thing, it's just the ridiculous filter system they implemented. It's particularly vexing when you go say something completely friendly and innocuous but then a key word in censored for whatever reason and it makes it sound like you're cussing somebody out instead.
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NOOOOO BUBBA YOU CAN'T JUST STAY THERE LOOKING AT ME UNTILL I DIE YOU HAVE TO CHASE ME RUNNING CIRCLES AROUND RANDOM OBJECTS AND THEN GET STUNNED AND BLINDED WHILE I TEABAG NOOOO!!!!
Bubba: Chainsaw goes vrrrrrrrrrmm ahahaha
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@MauriceMaverick said:
Killer, try do do some daylis, 10th bad game in row.
Survs to good for me, get tlxic, etc. etc. etc.
Common problem. I thought we had it? What is the excuse this time?
Edit: Just had a game with 4 rank 20s and a 4k bevor the 1st Gen popped.
#########...
I legit have no idea what you're trying to say here.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2940766#Comment_2940766
https://forum.deadbydaylight.com/en/discussion/comment/2940677#Comment_2940677
The fact that the killer side of the game also needs help doesn't detract from or counter the assertion that the survivor side needs help too. We can and should be talking about and advocating for both to get proper changes.
This thread wasn't about what changes killers need, or I'd have mentioned that myself. This is just whataboutism.
The game doesn't work in a vaccuum. Balance necessary needs to include both sides or else it is meaningless. You can't talk about changing something in one side without also talking about chaging the other side.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2940440#Comment_2940440
Im red rank 1 and I would probably still not derank even if I would try. I have gone for unhooked but that ends up lot of time him looping me long enough that the time when I finally kill him there is only 1 gen left unless he is not good. But when I go gor unhooker I end up getting much more hooks and usually 3-4K. Eventually yes I make my matches 3vs1 then 2vs1.
Being red rank tells nothing of the skill of the people you go against. If you can spread hooks around without insta losing then you're simply not going against competent survivors who are capable of exploiting all their 6th chances, survivor sided map designs and overabundace of healing sources.
There is a very good reason why you see nothing but Blight and Nurse at the top mmr, and why they all tunnel shamelessly.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2940452#Comment_2940452
That's still not exploiting a map, it's playing the map efficiently. I'm not saying it's okay, I'm not saying it's justifiable, and I'm not saying nothing needs to be changed- what I'm saying is that the word "exploit" implies both that something's working differently than intended, and that people are actively choosing to abuse that thing. If it's working normally and people are just using it as its intended, that is not an exploit, it's just a badly designed part of the game.
Survivors who play on big maps aren't to blame. What's the alternative, should they intentionally play worse and make it more likely that they'll lose just because they spawned into a big map? Even if they're using an offering, the problem is still the map itself, not how people are playing on it- Red Forest wouldn't be okay if survivors clumped up on gens, it'd still be a nightmare.
As for your last comment, if both were made basekit that'd be a tremendously bad idea, and thankfully that's not on the table. Only BT is even in the discussion, and as I've been consistent about so far, I don't personally think making its actual effects basekit is a good idea- rather, the idea of something like it being basekit is a good idea. For the record, my recommendation is a few seconds of no collision, so survivors have the breathing room to make a tiny bit of distance and try to loop if the killer wants to hard tunnel them. Something like that wouldn't be as absurdly broken, and while the killer side would still need help, that doesn't change either way.
...Also, obligatory mention that Eyrie of Crows isn't that big, it's the medium/average size for a map. That's not relevant to the point, but y'know.
It is an exploit because it leaves the killer no room for success, at least without camping or tunneling. And your suggestion is to nerf precisely the only available recourse for weaker killers. Which is my whole pointm, you are asking for killers to be nerfed without offering an equivalent exchange on their power budget.
And yes, Ravens Watercolor, due to being cross shaped, has the longest walking distance from one side to the other, even more so than Mommy's Home.
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The answer is "because it would help killers and nonono we can't have that" but that would be me "being bitter" so nonono we can't have that :^)
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2940434#Comment_2940434
Ah, that wasn't clear from your phrasing, my bad.
Same counter applies as to the comment about loops. Survivors aren't exploiting big maps, they're just playing on big maps. They're not at fault, the design of the maps is at fault.
Lets take an outrageously big map like say Mom's Shack or Crow Painting. Survivors will deliberately do gens at opposite sides of the map so that it's physically impossible for killers without mobility to prevent at least 3 gens from popping before the first hook simply because the travel time from one corner to the other is so long. That's not just playing a big map, that's outright exploiting said map's size in order to make it nearly impossible for the killer to actually secure kills. Should Freddy's teleport be made basekit in order to prevent that from happening? Why is the fact that survivors have to purchase a DLC to get DS an issue but the fact that all but 5 killers in the roster face a losing game from the get-go not an issue?
Have you ever taken the time to wonder what would happen to Trapper or Pig or almost every killer but said 5 (and even out of those 5, Freddy and Sadako are so weak all around they might as well not count) if they are denied the only strategy they have in such scenarios (camping the first hook and hoping the other 3 survivors will leave their gens and come to them instead) if BS and DS are made basekit? Or how much the survivor power budget would increase if they found themselves with 2 extra slots to equip more busted perks?
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/322318/why-shouldnt-a-killer-tunnel
I think killer objective is to hook survivors as fast as possible when you hook one survirvor you are supposed to chase survivor two and hook him. Well sometimes when killer does not find anyone quick enough ofcourse killer is supposed to go back to the hooked survivor. But then there is also the option to go for unhooker and usually it's better if unhooked has bt protecting him and ds as well. Ofcourse you can wait bt out, slug him then and wait ds out (which is not effient). Well he can even have unbreakable... It's usually just better go after the unhooker but ideal would be down them both. But quickly tunneling someone out is not even fun for me and then when I watch the end screen and he gets what 3000 bp so did I really play well? Feels almost like cheating.
That way of thinking is based around the premisse that the killer has enough time to spread hooks around when if fact if survivors are even mildly competent then going for the unhooker instead of the unhookee is a guaranteed method of enjoying the sight of tbagging survivors at the exit gates 3 hooks in. The game is survivor sided to such an extent that a a 3v1 is a balanced match, so excluding one person ASAP is simply the most reliable strategy unless you're the kind to regularly de-rank.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2940302#Comment_2940302
You... did, you included "big maps" in a list of strategies, I just double checked.
As for loops, that's not exploiting them, that's using them. They're designed to be used that way, so doing so cannot be exploiting by any definition. Does that mean they're okay? God no, there are some truly nasty setups that can spawn on some maps, but the survivors who use them aren't "exploiting"- those players aren't to blame, the map generation is to blame.
Yes, killer side needs help too. I never implied otherwise, this thread just wasn't specifically about the help that the killer side needs so I didn't think to mention it. Both sides need help equally, in fact, albeit in different directions.
I said "exploiting big maps" is a strategy, not that "big maps" are strategies in and of themselves!
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@Kuinzu said:
while gen-rushing is irritating to play against, there are a few perks that you can use to slow the rush down. this strategy also doesn't stop you from enjoying the different sides of killer gameplay. having the killer chase after you specifically all game basically leaves a survivor helpless as there aren't many perks that can do much for them in that situation. you can't do anything but be in a chase the whole game, eliminating your ability to do gens, unhook, heal, and will leave you very little chance of escaping. it eliminates all other areas of the survivor experience.
i play killer myself and i often use perks like bitter murmur/claustrophobia to help me catch survivors after a gen has popped. i mean, even though i hate to endorse the use of it, NoEd works against gen-rush, too, since no one will be looking for totems.
while gen-rushing is irritating to play against, there are a few perks that you can use to slow the rush down.
And by the same token there are perks that survivors can use to slow down the killer. If those perks are sufficient for the killer, then surely those are also sufficient for survivors as well.
this strategy also doesn't stop you from enjoying the different sides of killer gameplay.
It not only stops you from enjoying the different sides of killer gameplay but it actually stops you from enjoying certain killers altogether, specially killers who don't have the mobility/map pressure to deal with rushes.
having the killer chase after you specifically all game basically leaves a survivor helpless as there aren't many perks that can do much for them in that situation. you can't do anything but be in a chase the whole game
Being unable to get a hook before 5 gens are done does the same thing to a killer.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2940264#Comment_2940264
Rushing gens, sure, but there's no "exploiting" loops and I don't think I need to explain how "big maps" isn't a strategy. Also, the perks you're suggesting wouldn't even fix those problems?
Maps should be shrunk and some loops should be adjusted, it's not a "perk made basekit" situation. This is a really poor attempt at drawing an equivalence, honestly.
You don't need to explain how "big maps isn't a strategy" because that was never something I said. Please make up quotes for me, that's very unpolite.
There is definitely a lot of "exploiting" loops going on when said loops are easily chainable. And if they should be adjusted, then please do so before lobbying for giving even more power to the already easy role. Because undermining "legitimate strategies" only when they are in favor to one side is a good way to make queues even longer.
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@HectorBrando said:
I agree, one of the worst aspects of games in general is people never lose because they played bad, its because reasons. Obviusly when they win its never because reasons, its because they played well.
I am always saying that the only reason I win so much as a survivor is because the role is that dirty easy.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2939983#Comment_2939983
It's not, but immature players act like it's unfair and way too difficult to beat them, so there's no way they'd want to play against them.
How very mature of you to assume you know what other people go through better than themselves! You are trully an example for all of us with your completely unbiased and non-selfserving take on this subject. The world would be such a better place if we all adopted your stance of "everyone's complaints are just made up and only what benefits me personally is valid".
Please everyone, lets applaud this wonderful, unfathomably wise person.
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@jesterkind said:
In fairness to survivors, they can't exactly do anything about a killer hard-tunnelling them unless they bring one specific perk, or hope that their teammate brought the other specific perk that helps against tunnelling.
Tunnelling is a legitimate strategy for killers to employ, but because it's a legitimate strategy, there should be a basekit answer to it. That's my view, anyway.
And rushing gens and exploiting loops and big maps are also legitimate strategies that killers have no basekit answer for. So maybe Ruin/Pop should be basekit also. And Brutal Strenght and NOED too.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2939233#Comment_2939233
Oh I am sure for bad killers it is.
This is quite funny because the more higher the killer's mmr is the higher the likelyhood that he will camp and tunnel. It really does seem that the opposite is true, only bad killers that go against survivors who are so incompetent that they genuinely struggle to win despite already playing the power role and all the 5th and 6th chances they get, that can't exploit all the bad map designs and the killer's deliberately clunky FoV and controls can afford not to tunnel and camp. Specially if they play anything other than Nurse or Blight.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2939655#Comment_2939655
The fact that one side has basekit strategies that the other side has no basekit counters is a game design flaw.
I see plenty of Killers face-camping and plenty tunneling-off-hook-till-dead. Even if you are not seeing it, it is happening and it's happening a lot.
What's the basekit strategy to gen tunneling?
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/322370/go-ahead-make-bt-basekit
This is a game, if you need to feel powerful is your problem, not the problem of other 4 people
Queue to you bawling about survivor nerfs in the next thread :^)
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@JonahsTablet said:
I really struggle to see how this could make things worse as a killer main, I mean sure the survivors could bring another 4 extremely strong perks and steam roll me even harder, but eventually my MMR will put me against babies again.
Then why do survivors whine about tunnelling/camping? They will get steam rolled and then MMR will put them against baby killers again.
But that's not really how it happens, is it?
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2908241#Comment_2908241
No, this doesn't work unfortunately. I need to slug everyone and make them stun me one by one with a pallet.
Oof, should have known it couldn't be that easy.
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@Faulds said:
I've actually tried to do the challenge that Ohtofu is trying... without any success. Do you guys think it is possible or not? The main problem i have is that i have to give back some air to the survivors... and then it comes biting me in the back everytime. I could have easily got rid of multiple survivor before endgame... but then, i just can't kill them all "one after the other". There is always one survivor that open that damn door.
Does the wiggle out stun trigger Nemesis? If so then it should be just a matter of slugging everyone then then taking them out one by one.
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@AbsolutGrndZer0 said:
Say it withe me... This game is on 6 other platforms (or 8 if you count both Sony and Xbox's two gens the game is on) besides Steam.
Unless you have a really good reason to assume that the other platforms are not following Steam's freefall, please understand you don't really have a point here.
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@deKlaw_04 said:
Why is this even a perk, it does more harm to your team than good. I just played with a teammate running it. No surprise they got sacrificed first and put up an outstanding 9k point😭. Seems like every teammate in solo que that uses this perk gets eliminated quickly thus hurting the team. Everytime I load into a game and see someone immediately broken, I say “this game is over why did you bring that?” I’m all for nerfing dead hard but delete this perk for something else Lmao
No mither and DH should be merged into one. That would fix DH and give value to NM. Kill two stones with just one bird.
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@YoshisWorld3 said:
Sbmm wasn't even disabled lol
It just got adjusted day for day to gather data and look into the feedback we gave.
But yeah... and what do you want to say with this chart?
It says literally nothing we're on the same average player amount as 2020 and 2021 besides the Halloween event. Halloween is always a gain and lose for dbd because people are coming during the free trial.
35k players on Steam only isn't even that bad. And then you still have to add all players from PS, XBox, Switch, Stadia, Windows store and epic games sooo yea but game is DyInG....
Not
It says that the game is bleeding players and has an abysmal player retention rate.
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@JeanCharpentier said:
More i play killers, more i see the game design's flaws.
It is impossible to win against good survivors (withotu camping/tunneling). There are too many counters to most killers. Also using camping and tunneling to get kills is just super boring, it is not playing, it is just waiting in front of my screen, there is no involvement from the player.
A "high" MMR killer facing good survivors with all tier A and below killers is like good survivors facing a strong Nurse/Blight/Artist.
Survivors hate the Nurse/Blight and Artist cause they feel like it is an unfair killer to face. It is exactly the same feeling that the killers (tier A and below) are feeling when facing good survivors.
This game is really bad for your mental health, more you play it more you are frustrated.
I clearly understand why killers are leaving massively and i doubt there will be many more left in 3 months.
At this rate, in 3 months from now we will be 20k average on steam, maybe less. Devs have failed to achieve a good enough balance for years now and they have forced us to play with their garbage useless terribly designed and non sense SBMM that everyone hate.
I do not expect then to fix the game at this point, i have played it for 5 years and honestly, it was way funnier 2 to 3 years ago. Now the experience is disgusting.
Awaiting for VHS and i hope to see most of you there when it is released :).
This is exactly the case. Survivors have too many maps that favor them, have too many safe loops and too many god pallets, and definitely way too many second (and third and fourth and fifth) chance perks, to say nothing of SWF and comms. The only thing a killer can do is to capitalize on the survivor's mistakes and if they don't make any mistakes then the killer will lose no matter how good he was.
Nurse exactly inverses that relationship. Because she nullifies all the safe loops and pallets and a lot of the second chance perks, survivors have to capitalize on the Nurses' mistakes to win and they just lose if the Nurse doesn't make any mistakes. It's exactly the same position every other killer finds themselves in, but of course survivors' can't stand to have the shoe on the other foot.
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@DeliciousFood said:
https://forum.deadbydaylight.com/en/discussion/comment/2907738#Comment_2907738
So you're purposely ignoring the parts where I say 'set up correctly' which punishes mindless hold W, and skillshots which also counter mindless hold w. Pre-dropping is just as applicable. The strategies work FAR LESS when the Artist is seasoned the same way 'Good Nurses' are.
I sincerely find it hard to grasp the concept of survivors failing to dodge a crow shot when shiftdubyaing through all the line of sight blockers every map has.
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2907744#Comment_2907744
Funnily enough, for me Nurse is the killer who gets countered harder by dead hard.
When I play Nurse I find getting taken for a spin with a DH not at all as punishing as when I play a killer like Susie (Legion). It's not like I don't expect every survivor and his crippled grandmother to already run DH anyway.
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Why yes I am! Thank you for your kind concern.
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Please don't diss Mandy in my presence.
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2907672#Comment_2907672
I'll defend both, no issue.
As for the OP, I hope you have the same way of seeing when survivors use dead hard and you lose, after all, you just got outplayed.
I have no problem with DH (when I'm playing Nurse!).
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@DeliciousFood said:
https://forum.deadbydaylight.com/en/discussion/comment/2907719#Comment_2907719
So you're clarifying your comment. Okay now we're getting somewhere. Let's address something else I've said: There's no such thing as playing perfectly unless they're cheating (or exploiting somehow). Killers like Artist can guarantee downs if played 'perfectly', or as close to perfect given there is little you can do if she sets up correctly or even skillshots like a God (definitely possible with info perks, mastery and game sense).
No one is calling for a nerf in my comment so I don't know why you're whipping out this bait-tier response. And Blight isn't even that egged on when it comes to nerfing. His only real issue are his addons which, let's face it, are indeed busted. Nurse is a broken mess for people who want to win a lot (or play tournaments for some reason) and are willing to put in the hours for it. I'm honestly kind of fine with this, over having more baby ragers.
Killers like Artist can guarantee downs if played 'perfectly'
Not if the survivors have mastered the ancient and very high skill ceiling tech of "holding shift+W and pre-dropping pallets" she isn't!
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2907701#Comment_2907701
Because her Skill Floor is the highest of any Killer. However, the difficulty of Nurse overall is really overrated. It takes some time to get used to her Blinks, but once you got that, it is not hard to play Nurse. Even easier now that she is bugfree (at least I did not encounter any Bugs which made it hard to play her).
Not as overrated as the difficulty of playing survivor, that's for d*rn sure.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2907718#Comment_2907718
what and pig is?
Very cute.