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Gandor

Gandor

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  • @fussy said:

    In order for the perk to work, the killer needs to perform two actions: reach the generator, hit it and catch the survivor. It takes much more time than 25 seconds. No one balances perks for solos or groups, perks are what they are.Β Some have more influence on solo gameplay, some have more influence on swf.

    From both sides of the game, I can see that the park can be depressing only if the survivors go down every minute or repair the generators very badly. On killers, it can be useless the whole game without a single use, simply because you have to spend all the time in the game catching a survivors. Yes, those 5 minute games on endless maps, love it. In case all the survivors are good at the chase, of course. And please stop crying about solo already. Solo, as a game mode, is totally fine, this is how the game was originally conceived. Your skill and/or your teammates are most often not.

    The game was also designed with 2 windows in shack, permanent sabotages of hooks, trappers traps could be sabotaged, speed boost after hit was longer, killer cooldown after hit longer, more pallets, darker maps, hatch could be opened with all 4 people alive and everyone could leave with it .... The game changed very much for killer's benefit over the years. If the game was to be played the same way as it was designed, you would 100% not be happy about it.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268257#Comment_3268257

    Not exactly the same thing. Not even close. Bubba camping is not the same thing as a FIXED ANIMATION. Your use of the word "impossible" is factually wrong. There are plenty of videos out there of Bubba campers getting outplayed.

    There are many videos where survivors did not get the timing right. Where is the difference? I still don't get it.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268242#Comment_3268242

    How are locker saves more fair when they were LITERALLY unstoppable?

    The same way as bubba. If he does not get distracted for 0 reason, it's impossible to unhook against him. If survivors don't miss timing, it's impossible to not get flash saved. Exactly. The. Same. Thing

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/354632/something-has-to-be-done-about-bubbas-ability-to-prevent-unhooks

    I wouldn't mind it changed. But it's a free 2 man escape if a bubba is face camping. Its not a killer win...

    Hopefully these players get tired soon and I don't experience it often.

    I can see it as a vent option in case the nurse gets nerfed to the ground :') but tbf i don't give a **** about both for now.

    1, it's not free by a very long shot. Changing it to 1 or 0 out is very simple - just get one during your NOED + NWO. And this still assumes optimal play from survivor side

    2, 2 out is not win or lost. It's a draw - and that is one of the worse results such a bubba can get

    @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268059#Comment_3268059

    That's how I feel about the "nothing an be done about bubba" people.

    I've literally had a friend look at Bubba, enter a staring content, and then I walk up right behind the unhook and save. It is possible, it's not THAT hard, and to me "bad faith" are the people that automatically discount the idea. "Only against a stupid Bubba, maybe". Or "Yeah, but not in solo queue where everyone is dumb".

    THOSE are bad faith arguments.

    So the counterplay is hoping bubba screws up. Looking at hook is so damn easy and still some bubbas fail in this regard. On the other hand missing that tiny time-window when flash save works is more probable then that. Overall locker saves were more fair then bubba camping basement (even if they were very unfair)

  • for me add 1 extra meter of active area where dropping pallet is a stun as secondary thing to the perk (working same as balance landing - meaning it does not work if you are already exhausted). At minimum this will create competition to headon in all the stun killer X times challenges.

  • It's also the reason why no buff to meyers is possible. So long as these addons are in game, meyers can't get any buff

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267520#Comment_3267520

    No, they removed the locker thing because there was nothing you could do about it.

    I've seen camping Bubbas get outplayed. Hell, I've DONE it. It's not impossible. It IS impossible to avoid a flashlight save that takes place while locked in an animation.

    you can outplay it. Just take lightborn. Now you outplayed it. Same way as "there is outplay for bubba".

    No there is no real outplay mechanism. Bubba can screw up real bad (so can survivors by getting bad flash timing on lockers), or he will camp that person to death

  • @Little_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267468#Comment_3267468

    "The point is, nurse can get M1 without blinks, so it is possible to use those perks."

    Technically, of course the nurse can sometimes hit a survivor after a single blink.

    Technically, of course the nurse can sometimes hit a survivor just by floating towards them (if the survivor makes a turn too tight, for example).

    But that's just theory. In practice, it will only work on very novice survivors who make mistakes, run straight, and don't know the maps or loops.

    Agreed on all points. The thing that I reacted to is @Starseed saying every killer should be able to at least in theory use all the perks AND saying that nurse would NOT be able to do that. I just showed him (and you), that this is not case and there are 4 (unprobable) cases, where nurse can actually get M1 hit even if blink attack was considered special attack. I also added, that making some perks real bad for said killer is also nothing special AND I have several examples of said anti-synergy.

    The whole point is, that the argument "it will be hard to use M1 perks" is just not valid. Making nurse blinks special attack is the very minimum that should be done to her.

  • @AmpersandUnderscore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267691#Comment_3267691

    Eh, yes and no. In general I agree it's on the survivors to avoid a 3 gen situation, and the killer has an easy patrol if that happens.

    But there's a 'play style' since the gen kicking meta where killers will pick a 3 gen at the start of the match and camp it relentlessly. With Jolt, eruption, and Brine, they won't chase, ever. Just enough to get you to let go so they can kick the gen and move on. If you stay near the gens, you go down and they lose progress.

    It's the most boring af way to play the game, but it's a war of attrition and eventually they'll either bleed you out or hook you to death. Seems like it's popular with doctor and legion specifically. I don't consider that to be a failure or fault of survivors.

    For the record, it's not impossible to win, but it does take coordination that solo q often lacks.

    All I have to add is, that we are lucky people don't do this very often with wesker. Considering limited amount of vials in game, survivors will loose war of attrition IF killer is able to hold his 3gen long enough. Very boring

  • @Predated said:

    Even with all that, the problem is still Nurse. All this does is increase the initial skillfloor of Nurse, but it doesnt lower the skill ceiling. She literally has the power to blink on top of a survivor, no matter in what position they are, and hit them and there is nothing they can do about that. Even if a survivor stands in a pallet and is capable of dropping it, Nurse can register a hit on them before they are able to stun her. You would need an absolute frame perfect pallet drop to have a chance at the hit to miss. And yes, I say chance, because the server could still decide that you were within region of recieving damage.

    Personally, I rather have her skillfloor reduced a little bit so it doesnt take 50 hours to play her decently, while lowering her skill ceiling too.

    Then you have the matter of fact that Nurse can also change the distance of her blink if she looks up or down. Which isnt a bad thing, but it does remove even more counterplay. Huntress has a similar thing, but you have a LOT of time to react to a hatchet that has a sudden change in arc. Not to even take into comparison that Huntress hatchets are considered M2's. Imagine if her hatchets counted as M1's, imagine how busted certain perks on her would be. That is what Nurse is.

    So while I agree LOS would help a little bit, it doesnt help with perks like Noed, Haunted Grounds, Devour Hope, Starstruck, Make Your Choice, Hubris, Rancor and even Iron Maiden(one of the ways to avoid a Nurse hit is jumping in a nearby locker untill she goes into fatique, Iron Maiden makes that a horrible choice). Then you have Coup de Grace(reduced in lunge range due to Nurse), Awakened Awareness(removed the time to see aura's because of Starstruck on Nurse), Dead Mans Switch(both Nurse and Blight in this case, but DMS would have been fine for most killers), Ruin(again, also Blight), Gearhead(changed to 2 basic attacks from the PTB, because of Nurse, the only killer where this perk would actually be oppressive on), Pain Res(again, both Blight and Nurse were mainly the culprits, for most other killers, the old effect would have been fine), Corrupt Intervention(while a really good overall change, its mainly because of Nurse that it needed a deactivation after the first down). All these perks that are now below mediocre, because of how effective they are on Nurse(and sometimes Blight). Its perk changes like this that make me think how many other perks were designed sub-par, simply because Nurse exists.

    So yeah, Nurse is the problem. And the main way to solve half the problems around her is turning her post-blink attack into an M2. This would also give Spasmodic Breath some genuine use other than just being a bit of a meme(and could actually be buffed to be 120% IMO)

    Agreed on all accounts. Also even if I loved to play double meme nurse, spasmodic breath was too much for me. Making it 120% sounds like actually very good idea

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267468#Comment_3267468

    But she can't use them in a good way that's feels good to play. Sure sloppy on plague doesn't work that's true mirror Myers is just one of his playstyles.

    While just making her blink m2 is probably the fastest and easiest way to change her I don't think it is a good way and I don't even think people would stop complaining or dc against her cause it's nurse at her core that makes her frustrating for many survivor

    Normal nurse is frustrating. Starstruck range/recharge nurse is go under the hook kind of feeling

  • No. Nurse is problem everywhere but lery's. But lery's is problem on it's own

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267439#Comment_3267439

    1. They run into you when you charge the blink so you are in a blink woulnd that mean you either blink away from them or when you short blink you are still in blink mode wich means it would be m2 hit.

    2&3 being addon depend fells not good and both addons are crap plus one of them is iri

    4. When you blink you reset bl so you would need to chase for 35 seconds without blinking. How should that work when the survivor just out runs you wich would even break chase and with that bl build up when they are fare enough away

    1, not necessarily

    4, true

    The point is, nurse can get M1 without blinks, so it is possible to use those perks. Your argument was every killer should be able to use every perk. They are. Nurse can use them. It's just as bad as sloppy butcher on plague or plaything on mirror meyers and many perks like this

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267268#Comment_3267268

    It's not to deter them from using m1 perks it's a big f u here is a list of perks u as a nurse main will never use again lol. If they ever made her blink a m2 attack they need to up her speed because every killer should be able to use every perk.

    But she is able to use those even if M2 would become special attacks.

    1, when people want to mindgame nurse (so everyone), one of the things they can try to do is run at you in hopes you blink far away from them. They can get close enough for you to lounge at them (because launge is way quicker even on nurse)

    2, matchbox

    3, spasmodic breath

    4, bloodlust

    So you have 4 possibilities to use M1 perks. Does that make it good idea? No. Does that make good idea to take STBFL on huntress? Or starstruck on freddy? Well then what is your argument then?

  • No.

    The map is good as it is. Middle has only fillers. Main can be exhausted and because of it's length can't be used multiple times. The map is very open making it very easy for huntress, spirit, oni, blight, nurse, deathslinger and many more killers. Also as you stated the map relies heavily on tiles you get - and new tiles are a joke. So winning as killer is easy if you get 2 new tiles next to each other.

    Your inability to play the map is 0 reason for actual nerfs. I know that yamaoka maps are not fine for me. But that does not mean I will ask for something like adding extra badham's main on one side and headonfield 3-window house on the other side.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267123#Comment_3267123

    This is a good point that I think almost everyone can agree with.

    I dont think I have ever had a normal Myers game since MMR was introduced. Nobody uses normal addons, it's normally Tombstone or Infinited T3, but there is a clear reason why everyone runs it... Myers kind of sucks without strong addons.

    Myers back in the day was not too bad when the killer roaster was small and people didnt know how to play, but it's 2022 and Myer's power aged like milk.

    Normal meyers is a bit rare, but by far not as rare as bubba that will chase you instead of camping. From my experience, you are exagerating quite a lot.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266445#Comment_3266445

    2k is still a draw... Stop the self entitlement PLEASE...

    So best survivors KNOWING they will get face camping bubba, could prepare for it, made very specific build just for this killer (remember - survivors normally don't know who they will be facing), that are usually able to 4-man out against even very good nurses. After all this preparation could not get a win? When otz did bare minimum? So even proposed counterplay WHEN YOU KNOW (so 0 lost time) is not good enough - is fair because after these huge killer handicaps survivors were able to draw by immediately using best counter tactics? You must really be joking when you say this is OK.

    Well probably it's time to reintroduce permanent hook sabotages and say "you can counter it - just slug those survivors or bring them to basement - you already have 2 counters".

  • Ah OK. I actually never saw the old version of the game. So I didn't know we are talking about one of few big landmarks :)

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267045#Comment_3267045

    Im just saying decisive strike shouldnt protect you if you are going for a flashlight save or bodyblocking the killer when they are obviously not tunnelling you. If you object to that then you arent trying to get it buffed for tunnelling protection you just wanna be able to use it as a get out of jail free card, which it is fine for already.

    flashlight are means to defense. So removing it is basically already a huge tell that DS is in play. But if we went by your logic, then maybe flashlight save should turn off DS

  • No you didn't. Like do you mean that someone would prefer your version of smash hit, because some people can't find windows or hills, but are able to waste pallets (and are encouraged to do that even to best pallets)? I highly doubt you will find such a bad survivors after first 50hrs of playtime

  • You are the first person I see that is unhappy about his perma tier 3 addon. From my experience really unfair is only tombstone piece. Judith tombstone is also a bit too much, but considering that agi+starstruck range+recharge addon nurse exists, I don't even consider that one a real problem.

    The thing is, that meyers is overall on a weak side. But given that insta kill addons exist, he can't be buffed properly

  • @Little_Kitten said:

    My daily life with GhostFace :

    When I play AGAINST him : I can follow him for 10s WITHOUT revealing him 🀣🀣 OR if I don't want to revealing him, all I have to do is look at the half a quarter of the beginning of the fraction on the end of its smallest strip to instantly reveal him πŸ˜‚πŸ˜‚

    When I play AS : as soon as I put a toe out of a hiding place, I get revealed by the 4 survivors, the 4 other survivors of the previous lobby, the killer of the previous lobby, their parents, mine, and my cat 🀣🀣🀣

    That about sums it up for me too πŸ˜‚

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266501#Comment_3266501

    No one would ever use a bow for anything but BM. This community isn't built for it.

    Sadly I believe you. A lot of killers won't see me drop my item for them, because they are so used to be tbagged at exit gate πŸ˜‘

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266269#Comment_3266269

    While is true that Zombies don't need to produce instadowns or moris, I think you underestimate how often Zombies to literally nothing or get such at some random terrain feature and need to be removed by hand (or tentacle).

    If you take into regard that more then half of Nemesis add-ons deal with Zombies, such utterly randomness and dice rolls to see if they are of any use at all is pretty frustrating.

    Maybe you miss read my suggestion, I didn't ask for full control line the Knight has over his guards, just the ability to send the Zombies to specific gens.

    I read it. You probably missed my part where I said that zombies AI should get buffed - and I specifically called out that zombies should be wise enough to never get stuck. Read my last sentence again πŸ™‚

  • @Alen_Starkly said:

    Do you remember these rooms before "The Game" map got reworked? They were so beautiful, lit in green and red. It added such a special charm to the map. I never understood why they are not lit in the reworked map. The rooms are still there, but no green and red light.

    Could you please bring the green/red lighting back? It's such an amazing touch to the map, it's a real shame not to have it.

    https://us.v-cdn.net/6030815/uploads/KKI032TW4QIC/screenshot-799.png

    One of the reasons why the game is deceptively not that much survivor sided is, that it is hard to tell where you are at a glance (so it's harder to keep track of generators and totem spawns and not 3-gen yourself).

    If you add clear markers of where you are, then the map would become much easier for general survivors. Maybe that's not such a good idea considering how killers already complain about this map

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266255#Comment_3266255

    yes because your not account walking time and healing time. you would be surprised, but a lot of the survivor's time is spent walking and healing. Assuming the killer is successful at applying pressure and winning chases, the game is extended for survivor for every chase they fail. Its just not extended enough for the killer to go for many chases since unhooking takes very little time and grouping healing also takes very little time if survivor are efficient at these activities. Part of skill-cap for survivor is being able to push generators while being pressure by the killer. that is what strong survivors teams are effective at. When a killer is getting looped for 2 minutes, this is 2 minutes where killer is not applying any pressure to the team because he got 0 hits. As a result, you will lose all generators or most of generators and be unable to comeback without slugging or a successful tunnel.

    I do not want to talk about the survivor items. the whole streetwise/prove thyself(Old leader) genrushing has been in the game for like 6 years. Toolbox got nerfed to only be accessible for SWF genrushing, but originally they were available for soloq with 180 charge commodious toolboxes. The build re-emerged when felix was released with his build to last perk. Strangely enough, survivors were not using it. They eventually buffed build to last to work multiple times but added small window to recharge the item. It has further been buffed with emergence of hyperfocus+stake out. Genrushing build is nothing new. it has been in the game for long time.

    https://forum.deadbydaylight.com/en/discussion/comment/3266184#Comment_3266184

    between loops, spirit has 1.5 second cast activation time. Do you ever see trapper just stand still randomly for 1.5 second in middle of the chase? Of course not. Standing still as killer in middle of the chase is silly. You can tell when spirit is going into phase by standing still. You can also estimate her catch-up time. In most cases, Spirit's activation time and her low movement speed is not enough to catch-up to the survivor at base-kit. Hold-w is pretty effective vs spirit. The speed add-on were 5%/10%/15%/40%. At best, your facing 25% extra speed with regular add-on's on old spirit, but old green speed was removed. Now only iri ring does anything particularly useful. After you have seen one of her phases, you can mostly estimate her precise phase distance if you have good understanding of movement speed in this game.

    since you have no indication whatsoever that she is actually phasing all you can do is blind guess

    Spirit at loops is all about mindgames and predicting her routing. you pre-drop pallets and use pallets as mindgames like the comp player in the video. All the killer are suppose to be about blinding guessing. blinding guessing is a skill. reading your opponents mind is what dbd should be about. not looping ring-round rosy with low/no mindgame loops.

    I don't think you can wiggle Blight

    You can wiggle blight, its not reliable way to loop blight but it is not suppose to be.

    still can't get over the fact that you apparently watched the spirit video and still don't see your mistake... Predropping every safe pallet works against most killers... But against old spirit it did not work reliably... She could even hit you in shack after you dropped the pallet..

    Pre-dropping pallet is NOT SUPPOSE TO WORK against any killer but it does. every pallet should have mindgame for every killer. Its not suppose to be 100% safe. its suppose to be unsafe. This is why old spirit was balanced. her power fixed the bad loop design of the game for killer. All the killer should be like spirit.

    It does not mean always... It just means that it has good chances to work... And again you forget that old spirit didn't give the survivor any hint what she was doing... You didn't even know if she was phasing or not there was no way to mindgame her because you had no information what she was doing...

    that is entire point, a mindgame by definition alternative game within the game(DBD) in which the player plays a game in the mind. The game being played is not on the screen.

    The audio is the best thing they could have done for her, makes her way less unfair...

    What the audio allows these days is give the survivor a chance to do something skillfull... what the spirit can do with this is just fake one direction and then go the other... She moves at 176% movementspeed and will most likely catch the survivor before he can reach the pallet again. And that exact thing is by definition a mind game...

    This is exact definition of not a mindgame. Reacting to what your opponent does is not mindgame. it is reacting. The audio cue gives precise details for where spirit is phasing. there is no point being invisible. you might as well be visible like wraith.

    In order create a mindgame, you need two aspect to be true

    1) The mindgame does not allow the player to be able to humanly react to the ability.

    2) The player who is trying to win the mindgame has a lack of information.

    This is why spirit was mindgame. You could not react to her ability because you had no information on her routing. you had to predict her routing. Not listen for her precise routing. The killer has to listen to sound cues as guidance to predict the survivor routing. your entire post is making it seem like this interaction is unfair for the survivor when it is not.

    Going back Twins and Victor. Wiggling is mindgame. The survivor has lack of information when the killer releases the pounce and you have to predict where the Victor pounce is being aimed to avoid the pounce hit. your saying twin(victor) is unfun to loop. To me, it sounds like you dislike playing survivor and dislike mindgames in general. Your ideal balance for Victor would be adding a red indicator when victor is aiming at you and having 1 second delay after the killer player releases their pounce ability thus removing any need to wiggle since you would be able to react to his pounce by looking at the big red ! indicator sign. Some games have that where AI has unblockable attacks, but they put big red ! when the enemy is using the attack. This is perfect description of how to remove mindgames. Just put indicator and large activation delay on the attacks. hand-holding game design. Dbd does a lot of hand-holding for survivor but at least its not hand-holding you on ranged attacks. Not yet.

    The crouching takes some time to get to the hooked survivor and if you unhook without kicking victor he will just hit you afterwards... Still really boring... Twins is not a bad killer... They are low A or High B tier... they're just sluggish to play... Yeah they play more of a slug game... Which is also kind of boring... So sure change them so they can aim for hooks more.

    they're sluggish to play to prevent tag-teaming and zoning with two killers. What is wrong about playing a slug game? Victor would need to apply torment on the survivors and if victor downs someone that is injured, They would need to be sent to torment cages automatically like pyramid head's power. That would reduce slugging and encourage automatic hooking for Twins. I am not exactly sure why survivor take offence in slugging. Slugging is currently not very rewarding and you can often get pick-up for free second chances by your teammates. this is one of reasons why twin is not popular killer. She is not rewarding to play and her strategy currently is difficult to execute. Its hard to keep people injured making it difficult to slug(chain downs)+lack of information to do so. holding victor hostage and abusing lockers is unfun for the killer. Hooking survivor is painful while slugging is unrewarding(for the killer) if the survivor team is effective at countering it. On top of that, you have to be stellar at landing every single victor pounce to be good at twins which can be difficult depending on survivor skill-level in movement. Twin's needs to massively over-perform compare to effort required for survivor to win. Its not surprising that twin is not popular. Just unfun killer to play in current iteration of dbd.

    I am so glad you are not designing this game. By what you say, you would ideally reduce the game to rock paper scissors. With caveat that winning 50/50 or loosing once = autowin for killer, because you don't buy enough time for your team and "chases" would be too short.

    Right now the game is designed so, that survivor escapes so long, as he has resources, makes no mistake and does not get outplayed by killer (but the games give a lot lot lot of opportunities to make a mistake or get outplayed. But if he does, killer gets great advantage). This is much better design then playing rock paper scissor with better graphics.

  • Also loops were much better for survivors, shack had 2 windows, sabotages were permanent, trapper traps could be permanently destroyed etc.

    Also it shows you play survivor way less then killer. When I buy new killer and play him during day, it's also easy mode and effortless 4k. That does not represent everyone everywhere. Right now killers are stronger then general survivor. And soloQ is significantly weaker then SWF. Sure soloQ is not totally hopeless, but it's not weird to loose 10 games in a row (DC's, tunnel, kill on hook, camped to death, etc)

  • It is situationally possible even if quite expensive :D

    If I liked the killer and am about to leave - to salute him, I give him my item (usually brown or yellow medkit). For this reason I have more green and purple medkits then browns

  • @bunnyfengenthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266164#Comment_3266164

    Balanced is contingent on finding a hill/elevation, Lithe is contingent on finding a window. Even the unsafest pallet can be made safe by a speed boost on drop, and pallets are very easy to find.

    on the game that is true. On most of other maps windows are better bet. Windows will not disappear. And windows would still give you 1s longer sprint which is a huge deal. BL also makes you not staggered AND has longer sprint burst so again the effect is stronger.

    So I have to repeat myself. For what reason would anyone ever select your version of smash hit over other exhaustion perks? Because I can't find a single playstyle/reason to actually see that. The only thing I see is you created even worse smash hit then we currently have (because even trash pallet can save you in some rare instances when you are able to stun killer with it - so throwing them down (and slowing yourself with it) for 2s speed boost still seems like a bad idea to me - especially if it prevents usage of lithe/sprint burst/balanced)

  • Not a good suggestion. Nemesis players have no idea how often and how much zombies actually slow down survivors by forcing them to leave the gen (or in some cases taking twice as much time by forcing survivors to lead them away from generator). Zombies don't need to be buffed *. It's the same situation as with Wesker or pig. Their secondary are not meant to produce instadown/mori. They are designed to slow survivors down and only threaten to do worse if they are ignored.



    *they only need to have their AI raised so that they will not get stuck all the time

  • @Little_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266135#Comment_3266135

    A solution for MYC would be to change the nurse's M1 to M3 (a special attack of her own); and to modify MYC in the following way:

    - during the first 30 seconds, MYC would give a special malus to the survivor, a kind of "super exposed", which would work with M1 but also with M3

    - from the 31st second, and up to 60s (to use your example) MYC would switch to a classic "exposed" malus, which would only work with an M1

    Also, we can keep in mind that on paper, MYC allows you to one-shot a survivor, but in practice, it is obviously different.

    If the nurse is hunting someone else when MYC activates, she gets no value from it; if the survivor has Vigil, he or she is only exposed for 21s (if my calculations are correct).

    Although a strong perk, it is still situational.

    PS : Of course, some nurses play like [insert insult of choice] and wait in the distance, keeping the hook in sight, so they can instantly return to the closest survivor affected (sort of like proxi camping), but that is independent of the perk.

    It's not just MYC that needs to be held back because nurse exists. AA got the same treatment. And I am pretty sure there are many more perks suffering from exactly the same thing.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265824#Comment_3265824

    what good timing? crouching is instantaneous action. you can read the killer's animations and react to it. Usually when killers use their powers, their aim is accommodated by understanding their hitbox limit, so crouching to reduce hitbox is really stupid if you can do this in reliable way that turns hits into misses.

    I do not agree with nemesis's crouching at windows/pallet tech to erase his range capacity. its too easy. Old billy is about predicting his curving routing. he is usually curving inwards or outwards. most of the time, its inward because survivors when looping usually hug the walls of loop so that they can most efficiently loop around objects to get maximum amount of rotations of a loop. Just side-stepping is sufficient counter-play for billy's chainsaw. Now a days, Billy is rare sighting because his chainsaw has too long of charge time. Billy is too slow in his chainsaw ability to curve survivors that hug efficiently the walls. You can often make it around the corner without requiring the need to side-step his curves.Once again, Line of sight becoming hard-counter to his ability which is bad design. Blight is more complicated billy, but you can wiggle his lethal rush in certain instances, though your better off understand his bump logic to avoid requiring the need to side-step his ability as it is mostly favourable for him to hit you. I am aware of his hitbox and I am certain LilithOmen understand the hitbox as well.

    Ok then please explain to me how do you mindgame a spirit that sees the grass moving, can hear your footsteps and grunts of pain while you did not even know if she was phasing as well as where she currently is?

    grunts of pain only happen when your injured. Grass moving? Avoid the grass? Footsteps? Walk as she catch-up. Base-kit spirit is so slow that you often outrun her phase-walk if your far enough away from her. You do not need to see her if your far away. You can calculate her catch-up very accurately. Directional audio cue is really stupid now a days for spirit. ruined the character.

    He even did it against a comp player and what that guy did was basically drop a pallet every 12 seconds and make the spirit guess but even that did not work reliably...

    You're not going to make somebody who is somewhat decent at twins miss a hit... It's just not happening often enough to be even somewhat reliable..

    its not suppose to work reliably. If you can always do X and expect Y to occur then doing X every time against the killer is just free auto-win. that is just stupid. Speaking of which, dropping pallets every 12 seconds produced a 2 minute 17 second chase vs spirit. Definitely looks like a broken killer. For reference, 5 generators take 90x5 seconds to do and 3 survivors only need 2 minutes and 30 seconds to finish all 5 gens, so doing 2 minute 17 second chase is 4-5 generators in 1 chase. Its game-losing chase for killer to have this long of a chase. Scottjund video just proves that spirit does have counter-play. She needed no changes. Survivors just cried because they could not adapt to her play-style.

    Spirit's gameplay is exactly how victor's gameplay works at pallets. just pre-drop every pallet vs victor and use pallets as mindgames for very strong pallets. The lesser safe pallets, you can try pallet stun victor, but it relies on making reads on his pounces. This whole conversation feels like your complaining that the killer has mindgames and that you need to loop differently in risky way instead of the ultra-easy mode looping that most killers have.

    this hook trap/place victor playstyle is exactly why nobody wants to play against twins, besides other reasons... It's just miserable to go against...

    are we once again complaining about killer camping? I mean if you crouch, victor does not detect you with killer instinct+with recent buffs to survivor base-kit, you get borrow time base-kit so if victor hits borrow time or hits endurance such as dead hard, he goes on cooldown and you can kick him. Miserable to go against is not an excuse to keep the killer bad.

    You could have just taken the M1 with charlotte and use victor only to down the survivor... Also you don't have no power during that time... The survivor that has victor clinging onto them does not hear the heartbeat, better than nothing... But this whole thing is basically why you really don't want to give survivors the chance to keep him hostage...

    As you can see with old spirit, the comp player has long chases. M1 Charlotte is a joke to loop. Not hearing heartbeat is irrelevant in most cases for when your in the chase. With survivor keeping victor hostage, your forced to get looped for 30 seconds because you cannot use your ability. Its dumb gameplay design for the killer. Twin's need some quality of life changes to make her more enjoyable to play as for killer. she is too inaccessible to play for the most part in my opinion. the game favours hooking when she favours chain downs. I think remember patrick saying that twin would get changes but it will be in the very distant future. I guess we will see what changes for her in the next year.

    3 survivors only need 2 minutes and 30 seconds to finish all 5 gens

    This just shows how extremely biased you are. Ayrun is doing his fastest escape possible streak with 4man SWF using BNP's and everything to get out as soon as possible in public matches (counts time 1st person leaves the trial). Last time I checked that was 2:34 (maybe they made it in a few seconds less, but it's generally there). This is with 4 BNP's, streetwise, proof, sprint and adrenaline for max speed (they don't use hyperfocus, because it's slower under those conditions). So max genrush max speed and everything produces 2:34. Yet normal time for 3 survivors to finish gens is 2:30. Why should anyone take you seriously?

  • IDK what that is if not open field (of view = not possible to hide)? What do you mean OMG? I see a tree that occludes the gate. Or do you mean hiding behind open fence? You can move 1m and see the gate behind the tree and you don't need to move at all to see thru fence. Are you for real? I would use these images as a way that there is no way to hide. So you stop lying and immediately prooving in same post that you actually lie. Are you OK?

  • @bunnyfengenthusiast said:

    Picture the following scenario: You're playing Wesker, a survivor drops a god pallet in front of you, you vault it, the survivor clips through you and vaults the same pallet right behind you. End result? You still have to break the pallet, and you're down one charge of your power.

    There is no reason for survivors to be simply able to walk through him when he has no collision and just vault the pallet right behind him. Please fix this.

    survivors are not able to do that if you don't move after the vault

  • @bunnyfengenthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266160#Comment_3266160

    Yes, but current Smash Hit is reliant on stunning the killer, which happens mid-animation. It's as simple as changing the start frame to the end of the animation.

    Ok. So you added 1s so that description is more accurate but still removed flat 2s (so overall -1s) in exchange for easier way to initiate the perk. Why do do you think the perk would become more competitive exhaustion perk with your change? Why would anyone ever (because of which situations) pick your smash hit over lithe or balanced landing?

  • @bunnyfengenthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266097#Comment_3266097

    I don't know why you assume the 2s starts when you drop the pallet. Not like the Haste starts when you start vaulting the window on Lithe. It's as simple as having the Haste start immediately when you finish the pallet drop animation.

    that's not the case with current smash hit. Smash hit activates at the start of animation - so you have effectively ~3s of sprint instead of 4s

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266088#Comment_3266088

    I like how you are trying to quote mine me in your reply.. it was not the sabos alone, please read again..

    Gens are fast AF to do with the current perks, so im not sure what you are trying to get at... if you dont have at least 2 gens done when the first person is downed, then its a skill issue on your part.

    Also, it just need 1 person to leave the gen to do the save, not the whole team. My point is that it didnt matter if the killer changed target, because there was always someone near to do the save.

    Have u had a look at all the gen rush perks the game has now?

    Have you ever tried to look at how fast gens can be done? i mean by adding the numbers together. a gen prob takes about 35 secs to do with the current perks and toolboxes+addons.

    How long does it take to die on a hook again??

    Now tell me that its not in the survivors favour if the killer camps the hook.

    That being said, i busted OP in lying in hes argument and then he changed hes argument to something about hes cosmetics instead, so im not sure how valid hes complain is in the first place, just sounds to me like they want free easy wins.

    https://us.v-cdn.net/6030815/uploads/M97FP5UDU6QU/image.png

    I did also bust you in lying btw..

    https://us.v-cdn.net/6030815/uploads/9EEDB5F2XMTB/image.png

    ?????

    OP wasn't lying. If you don't have green cosmetics, you are pretty visible so you can't hide there. You don't getting stuff is not lying.

    And for me - how is that lying omg? You know what is a lie? Lie is saying best nurse can be very easily loop by person that just started to play the game. That's a lie.

    As for my part. I don't consider NOT GETTING points as any kind of punishment. For this reason it's not a lie. You win the game by doing bare minimum. Your reward is the win. And you get it that way.

    So the only one who does not tell the truth here is you by saying we are lying.


    As for gens - maybe you did not notice patch 6.1. It's not rare at all for 0 gens to be done in a first chase. This wasn't the case in 6.0 and before. But in 6.1 this is norm (same as they popping right after you hook). Might be you haven't played the game recently.

    Also for gen rush perks - outside of hyperfocus that very few survivors are able to apply there are not that many. On the contrary killers now have super duper strong and actually very oppressive regression perks that play huge role when there are 3 or less generators left. And sure there are good toolboxes, but you can't have both good toolbox and good medkit and good flashlight - so if those players take those toolboxes, you have easier time getting them down and keeping them injured. Killers have good addons - should we know remove those from game too? I mean MDR+chery blossom or range+recharge or C33+alch ring or tombstone piece or black incense or many many many addons that are also very very strong.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265365#Comment_3265365

    You shouldn't rely on revealing him though. Most of the time I get downs via GF because survivors keep standing still right in front of me trying to reveal me, or even succeeding in revealing me, and I get free hits on them. I've had entire games where I snowball without successfully exposing a single survivor, because survivors either get cocky or end up messing around trying to reveal me.

    If survivors would just play against ghostie like any other M1 killer and run away and play the loops, they'd have nothing to worry about.

    My worst games as Ghostface are when survivors loop me for the entire duration of the Exposed, which is more than possible with no mobility or anti-loop power at all.

    You're better off getting Exposed and looping, than standing there and giving me a free hit and injuring you.

    being exposed and injured is the same thing for me (yes I don't use DH). The difference is, that I can see your red stain. In chases this is super important and useful. You have no idea how often it helps me - especially in shack because red light goes over the wall - so by looking at the shape of it you can even know when the killer moonwalks.

  • @solarjin1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265880#Comment_3265880

    ahh didn't know that. i just asssume cause my teammates usally get way better the higher i got.

    It used to work like that when we had grades. So you just did not catch the memo about the change :) it's fine

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265657#Comment_3265657

    rotten field is like top 10 survivor-sided map. its miserable to play as killer. its one of the maps that needs to major nerfs in loop strength. I believe rotten field was once shown to have among highest escape-rates, it was like 3rd most escaped map or something. there is almost zero bad loops on rotten fields. all the loops really stupid strong and auto-pallet breaks when the pallet is dropped. because how dumb the map is in term of loop strength, most killers often just camp basement on that map due to busted pallet/loop design is on that map. Rotten field is one of those maps that auto-plays itself if your good at looping as survivor, really strong gen-rushing map as a result. Fracture cowshed and Rotten fields are main maps that people look for when burning farm map offering for ez mode survivor games. Rancid abator used to be broken when it had a god loop in the middle. Its still really unfair map but its less strong compare Rotten field and Cowshed. Torment creek(?) is above average map. Its strong but not too strong, middle of road map. Thompson house... again used to be another insane map with ton of safe loops everywhere, but in 4.1.0(?), they weakened the map. I would say its above average. Survivor-favoured map, just not as bad some of other maps that this game has.

    Torment is quite large and it's sometimes hard to get to next loop on it before killer catches you. I would still prefer it to rotten fields. For Thomsons - my favorite out of all the farm maps. Like objectively fractured has more stuff to work with that can be chained. But Thomsons are much more interesting in my opinion. Whole house side is strong. And the weak part still contains pig tree (one of strongest structures) and harvester. Cowshed is strong too. I have no idea how rotten fields could ever be considered stronger then those other maps.

  • @Little_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265350#Comment_3265350

    "Make Your Choice causes the affected survivor to scream, so unless there are duplicates of a specific survivor in the match (which, to be fair, does happen sometimes) the Nurse will know who it is that's affected."

    This presupposes that the killer is able to recognize the survivor by his scream alone; I suspect that some players are so used to this that they can do it, but honestly, I don't think it's the first way to locate a target with this perk. And even if the nurse determines that it's, say, Feng Min who's exposed, if he can't find her because she's keeping a low profile until the malus wears off, it's still the same.

    In fact, it is mostly the coupling of MYC with Flood of Rage that is dangerous, as well as the Haunted Grounds / Retribution combo, or Devour Hope.

    When my team and I come across a retribution killer, the moment we know the perk is activated, we do our best to place ourselves in places where the killer will have the most difficulty taking advantage of it; of course, of course, this doesn't protect us 100%, but it allows us to last the 15s more safely than if we just kept doing what we were doing.

    But this is also the principle of the game; the nurse cannot be left with only basic or weak skills because she is basically strong. We can for example avoid aberrations like Starstruck or NOED, but we must not fall into pure and simple exaggeration.

    The only reason why MYC is 30s is nurse (maybe spirit with MDR, and now maybe wesker - still they aren't nearly so good at it). All the other killers don't have mobility to turn and use (so no blight because M1) that expose in those 30s to get that down. The perk is trash tier on anybody else. It needs to be at least 45s maybe even 60s long. But it can't. Because nurse exists and she already gets value out of it as is.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265136#Comment_3265136

    *bring a video with solid proofs about what i said*

    *explained things logically*

    "y0u d0n't h4v3 pr00fs, 1t's 0nly sk1ll 1ssU3s fr0m y0ur s1d3!1! MUh st4ts t0ld us" without even questioning how much reliable those data were in the 1st place

    this is our entire conversation in a nutshell. As i said before it's pointless keeping arguing with you since you won't change your idea (or even question your thoughts for a second). i just hope that you'll get my kind of survivors in matches as killer then you'll open your eyes perhaps... have a good day

    You are joking with that video right? Your whole proof with it is - if the killer is stupid and does something I have never ever seen anyone do (loop at breakable wall without killer breaking it), you can turn this ######### stuff and make it usable. Wow. I can add to that. If killer hits the air all the time, you are quicker then him and can outrun him. Awesome argument with that godlike video. Great points overall.

    Also showing you 4 short loops and calling it good place to loop. Well maybe if you are looping hag that refuses to use her traps (as is shown on the video) - then the loops are fine. For anyone else this is probably death sentence. There's a reason why that video shows looping hag (that does not place traps) 50% of the time and for the rest of video there's a doctor that shocks you when it's outright stupid (and it basically only slows said killer). Without these things the video would become very short - because he would not have time to show those loops before he would get hit EVERY TIME. But sure if your skill as a killer is that filler pallets are real danger to you, then sure the map is strong for survivors. Now I understand all your arguments. You are just very very low MMR killer. Makes sense.


    I have played the map many times both as killer and as survivor. If I want to have easy mode, I take (almost) any killer, equip violet or iri addons and go to midwitch. The chances that I loose that game are about 5%. Because. I can actually get hit on filler pallet almost every time - and I am not even very strong killer player. But filler pallets are so easy, that you don't have to be.

  • @bunnyfengenthusiast said:

    https://forum.deadbydaylight.com/en/discussion/354725/how-would-you-change-smash-hit

    How would I personally fix it? It activates on ANY pallet drop (doesn't need to stun), and the speedboost is reduced to 2 seconds. It becomes a more versatile version of Lithe that's also weaker. It lets you get value out of completely unsafe pallets without NEEDING a stun (by getting a speedboost, same way Lithe can let you get value out of unsafe windows), but also is on equal footing with Lithe, as pallets are typically easier to find than windows.

    terrible idea. Especially with reduced time. I mean BL and lithe and sprint are all 3s (and don't eat 1s from animation). We are talking about buffing the perk so that it is used sometimes - not nerf it even further

  • Overall I don't understand threads like these. Killers already have quite an easy time - where Q times and incentives clearly show that this is the case. SoloQ that requires self heal the most is the one that suffers the most in this game. And still killers want to take one of the few strong things survivors can bring.

    I mean - I don't propose to slow every killer by 5%. That would be ridiculous. But why would you want to considerably weaken the weaker team? Isn't that ridiculous too?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266038#Comment_3266038

    And survivors can do the exact same, i have seen swfs with 4x sabo, 4x flashies, 4x boil over. where the killer can not get a hook, no matter how well they play. Should sabo, flashlights and boil over be removed too?

    Its a part of the game, get a grip and move on to the next match...

    4x sabo does not prevent killer from playing. I know it's inconvenient, but those survivors need to spend a lot of time close to the downed person and are risking themselves + not working on the generators. If bleedout mechanism did not work, I would agree with you. But 4 people going for sabo plays usually means very long game where killer will win with 0 hooks but 4 bled out survivors (with a good chance 5 generators being still up).

    On the contrary - Bubba will win said match if survivors don't bring reassurance

  • @Archol123 said:

    I just searched for a little bit... So back in early 2021 it was the map with the highest escape rates according to the latest set of data... I don't know what got changed since then, but I did not feel much of a difference whatsoever and I play the game for 3 years now... I don't think 10 meters is that much of an issue, you'll see the killer coming anyway and should be able to reach a tile most of the map... And I don't think cowtree is the only safe and reliable structure on this map... Most pallets are quite safe and really hard to ever mind game and it usually spawns 3 jungle gyms which is quite good.

    It is not even that big, it's just that the gens are on the edges which makes the distance between them larger... And for the 10 m argument again... To make up a distance of 10 m the killer takes over 15 seconds (60cm/s) in which you can move 60m (4m/s)... You should be able to get to something... Except against Wraith or so I basically never feel like I'm in a complete deadzone to be honest.

    Then all I have is personal experience - and that one tells me the map is pure awful. Once first chase is done, that part of the map is never usable again for me. IDK what is the matter with me if the map is so strong, but I literally would gladly take any other map to rotten fields. Like saloon is very nice option for me to go instead of rotten fields

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265657#Comment_3265657

    The gens are all on the edges of the map which makes sneaking up on you rather rough unless you're stealthy with not heartbeat... I think it is a really good survivor map... 2nd best survivor coldwind map in my opinion and overall in the top 10 I think. Wasn't it the map with the most escapes like a year ago or so? Even before cowshed back then?

    From me watching the map I remember there are always about 2 generators close to shack (meaning in the dead zone) and there's high chance to find one on the edge that has no protection for 10m in any direction (but maybe hook if you get lucky spawn). So there are 3 gens where you are fully naked against killer. But I have to admit, that there is one good thing about this map for survivors - and that it is large. So slow m1 killers can have hard time sometimes. On the other hand it also means you will never get to that cow tree when you need it (as it is the only safe and reliably strong structure on the map).

    As for statistics - I have no idea. I haven't seen those. I only saw the best and the worst survivors map which were cowshed and midwitch at that time.

  • @Archol123 said:

    It can spawn cow tree or the tractor that can be looped into a jungle gym, some of the straw balls are also loopable into jungle gyms... Basically all pallets that spawn on the map are really safe + the above mentioned long walking times... I think that you're overestimating the deadzones in the middle...There are maps which are far worse when it comes to deadzones and the tiles on the edges of the map are somewhat well connected... not Cowshed levels of connected but close enough for you to reach a different tile... And as far as I know it always spawn double digit amounts of (safe) pallets...

    It's rng. You can get good loops, you can get bad loops. What you will always get are several generators, that have only protection of said generator and corn. As I said - for me 4th toughest map in a whole game - and I will gladly pick any other map for this one (except the 3 that are higher on my list).

    I mean sure - I can't untangle myself on yamaoka map loops (especially family residence as I somewhat like sanctum's main) so I don't particularly like those too. But I know that is a me thing. On the contrary I consider rotten fields objectively bad map for survivors

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265612#Comment_3265612

    But rotten fields is also an already quite strong survivor map.. Why would you want to buff it :D:D It has a lot of save structures at the edges of the map and the objectives are all on the edges of the map making the killer travel a longer distance XD

    What? That map is 4th worst survivor map in a game.

    1, midwitch

    2, shelter woods

    3, lery's

    4, rotten fields


    How can you call a map that contains 0 map-specific loopable structures, huge deadzone in middle, always available basement and only gyms (that are 100% RNG - so possibly useless thing) strong? I mean - maybe if you suffer from corn blindness. But still

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