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Gandor

Gandor

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  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149972#Comment_3149972

    👆️ It's the truth watch any competitive match they mostly boil down to how fast the killer can get their first hook and apply pressure. They understand that their teammates are always doing gens though so it's more reliable. If you're playing with a swf or trust your teammates drop as many pallets as needed and you will win. You only have 2 health states & 3 hook states, but there are a LOT of pallets.

    Depends on the map. Do that on shelter woods and don't be surprised your teammates DC. Do that on the game and nobody will notice anything

  • @Lemonwolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149899#Comment_3149899

    Sigh.

    Bringing up another killer is changing the subject.

    Most maps dont have structures to break line of sight? Sure....right....moving on.

    Your arguments are just excuses. Learn to adapt to Nurses gameplay. You just have to learn how to do it.

    I know how to loop and mind game as a M1 killer, i dont just play Nurse you know. But sure sounds like a lot of fun to loop and mind game with a killer who is slower than the survivors.

    Besides i dont pay attention to fog whisperer suggestions.

    Putting killers in tier lists....such a silly concept.

    Sure some killers are better than others, but the game is very much RNG based and it depends on so many factors like the people you play against, if they are solo or swf, their perks, items and addons, the wise decisions of the mmr system. Just saying spirit or nurse are this and that tier is very simplistic.

    Its much more nuanced like that.

    Saying that the proposed Nurse changes in this thread would be totally ok shows that you dont understand the basics and core mechanics of the game. And all you come up with are these childish and tiresome git gud and touch grass quips. I am too old for that kind of nonsense.

    She was super strong before they shut her down "to fix her". I mained her at that time. Then after fix you can't stun her when in fatigue or blinking + can swing during blink and has several other bugs making her OP then and there.

    But that was not enough. They had to apply general killer buffs (aka patch 6.1.0) on her too. That made her super boring easy mode. You don't need to try now and still get 4k with her. The question is how many gens get done. That's it.

    The only case when nurse still sometimes looses is if she playes against swf that have many multiples of hours in game compared to nurse player, or if it's total nurse beginner that does not know how to blink yet.

  • It would be nice if saboteur at least didn't go on cd if you tapped it accidentally (say if you used it for 0.5s or less). It would at least partially fix this issue (i am proposing worse solution in hopes that something gets done)

  • @Lemonwolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149832#Comment_3149832

    Dont change the subject.

    I stand by what i have said.

    Your suggestions are plain terrible and you dont understand why they are awful, thats how it is. Sorry.

    You put a lot of effort into making her nonviable without taking anything else into consideration.

    Really? You think that your Nurse nerf "suggestions" are comparable to the Spirit nerfs?

    Well i guess now we have proof about you being very much deluded.

    She would be S-tier even if you add 3s to every blink recharge. The only diiference would be, that 300h killer would get only 2-3k/match against 2k hours survivors. 2k hours nurse will still get 4k every game she decides she wants to win

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149619#Comment_3149619

    AA wasn't good on Nurse.

    It's not self-evident. If you can't prove Nurse is overpowered, Nurse isn't overpowered

    Nurse is WAAAAAAAY too much overpowered. You don't see it because you play her against survivors that have high multiples of your hours in game. Give me a proof she is OK because aparently everyone but nurse mains know she is OP

  • @SuzuKR said:

    Maybe one day, people will actually understand how burden of proof and evidence of absence works.

    True. So stop stating nurse base kit is OK. I play her. She is not OK. Your statements are wrong and you provide 0 proof. Not even anecdotal one...

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144403#Comment_3144403

    Anecdotes and arbitrary opinions of random non-BHVR people not based on objective stats is irrelevant.

    Also, how is it convincing when you yourself literally admit they could be wrong? The cognitive dissonance is insane. You can’t even convince yourself.

    Same way BHVR could be lying about stats and your average killrate could be 3.9k (but seriously?). your experience or things you see are statistically insignificant and stats aggregators could be lying too.

    There. I stood down to your level. Now you can't give me any proof because you would need to proof you are telling truth.

  • @Mewishis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144309#Comment_3144309

    Better than trying to convince people she is overperforming that much by just "trust me pls" if you provide no substantial evidence other than your word don't expect people to believe you. Do I really need to let you know these things because I for one thought it would be obvious.

    Don't blame other people blame yourself for not being able to provide anything to convince anyone, I swear like people have sent so many things as "evidence" before and typically its just someone getting a single 4k as Nurse using her strongest addons or a comp Nurse getting a 2k unironically used as evidence.

    That's why I hardly believe that she is really as overperforming as much as people say, if people actually backed up their claims with evidence instead of going "oh trust my word" then I wouldn't be as cynical.

    Then read my other comments. I provided convincing "proofs". It's just that they COULD be wrong (same way as you COULD win lottery tomorrow)...

  • Simply not true. I for example love the map both as killer (especially as nurse before "temporary turn off" meaning before she got broken OP with new bugs) and as survivor. I know that I am in minority, but it is just better experience for me when I invested time to the map to remember it.

  • well. I think you are wrong. The game should give equal chance to win/loose the game. You are playing against people - hence people should have about equal chance to win and to loose (exception on both extremes of "MMR" are allowed). If killer gets e.g. on average 3K since 6.1.0, that means average survivor would "win" (escape) only 1 out of 4 games. That is just not fair.

    (yes I don't know the stats. But it feels like killers have now 60+% winrate)

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144083#Comment_3144083

    But Suzu isnt the one making the claim in this debate, the Burden of Proof falls on the people claiming she's overperforming. He's asking for said proof.

    Also: BHVR has multiple times stated that they don't show us the Stats with DC's but only those without.

    The problem is, that no matter what kind of proof you provide - he will just say "that's not good enough". At this point I would not be surprised if he would reject direct statement from BHVR...

  • @SuzuKR said:

    Statistically significant proof of her over performing in kill rates in games where players of even skill are matched together, please. If you can’t offer proof, no reason to listen to meaningless conjecture.

    So you want to get something that this game actively tries to deny to you. You want to see 10k games in a single patch (not enough playes) of 1% highest MMR (nobody knows their MMR) aggregated and filtered by killer... Congratulations. You have created such a conditions, that "nobody" but BHVR would be able to provide the proof of nurse being OP even if she lost fatigue, had 20 blinks and current range addon built in. Very well done

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143664#Comment_3143664

    Wow, it’s almost like preventing a hook is meant to be extremely difficult and not in your favor, because punishing the killer for a down would be insanely stupid if it is even remotely reliable in the tiniest bit.

    Extremely difficult to the point of "just take flashlight"? No. That's wrong. Both should be very hard (I am not saying same-level hard) - but none of them should be extremely/impossibly hard.

    Ideally both should have some niche usage - that way one can be harder then the other. But it should never go as far as "this is ridiculous to pull off" (which is the case on e.g. saloon even if killer does not take any perk to counter it)

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143510#Comment_3143510

    1. Appeal to authority/Failing to understand streamers’ opinions are not objective proof of stats/Failing to understand #1 =/= OP.
    2. Appeal to majority/Failing to understand mob opinion does not determine objective reality like performance statistics
    3. Failing to understand strongest =/= OP/Failing to understand any good player will decimate most matches because most players are average and not as good

    Is that really the only things you can come up with? That’s kind of disappointing.

    1, if you appeal to single person/group, you would be right. I am giving appeal to ANY streamer with decent amount of viewers/hours played - be it killer or survivor main or basically anyone who has many many hours in game. This is not a discussion fallacy. Think about it again

    2, It's interesting that even new people that don't know how the forum works create same threads over and over again. You can't have mob mentality if you are not (yet) part of the mob.

    3, And here you are wrong. If something is consistently best and is "too stale" and "everyone takes it in high MMR", then it is OP - because it's your "only option" (think about old DH). Things that are "too strong" needs nerfs and things that "nobody playes" needs buff (with the exception of weak thing filling some kind of niche - e.g. "training/begginer" killer, meme killer, ....)


    If you need an additional proof, then consider this - https://www.youtube.com/watch?v=NpbkGmt-C9o and note that this one was before 6.1.0 path (and I hope you can agree that this patch gave HUGE boost to killers)

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143632#Comment_3143632

    Sure if you want to waste time walking from one side of the map to the other. Just make the killer slightly slower when carrying a survivor and that fixes the issue.

    Some ppl enjoy this game by playing sabo build and it's not entirely swf thing (but it's true that it works in SWF much better). If you take a toolbox and killer decides to go for your hook (and he does not have iron grasp, agitation, ...) and you are fortunate to be on some hook-sensible map (so no saloon or game or some other hook-dense map), then you have a chance to actually pull it off. Sometimes even without getting hit.

    But it is true, that there are a quite a few maps that are way too hook-dense (killer can down survivor exactly in the middle of 3 hooks (longest path), decides to go for your hook, it gets saboed "to his face", he can still turn around and decide to go for NEXT hook and make it in time even if you take a hit).

  • @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143140#Comment_3143140

    okay. help me understand what scenario you're describing here, because in my mind there's only two situations at play here and you don't seem to be thinking about either of them.

    a) if the killer is camping the hook and not going after other survivors, then reassurance usage isn't trolling, it's countering and punishing through consistent and valuable perk usage.

    b) if the killer is not camping the hook and going after other survivors, and the survivors are spamming reassurance to troll someone, the killer is not camping and is trying to actively pursue the other survivors, therefore leading to hits downs and a game end

    what's the angle that i'm missing?

    4 ppl want to farm and 5th does not. Right now he will try to do gens or get hooked and maybe get slugged. With reassurance he can stay there until someone decides they want to move to next game.

    I think it would be good idea to add choice for hooked survivor to actually reject reassurance (say E when on hook) to resume the timer.

  • It would be nice if they at least fixed bugs she has now.

    1, allow her to be stunned during blink

    2, make her lunge be possible only after she fully finishes blink + some short time - like 300ms to account for lagging killers (I was able to hit someone and continue with my blink to get behind her once).

    3, using pallet on her during animations (like fatigue or blink) should actually have some effect on her - other then move her single meter somewhere.

    After this - it would be also nice to actually nerf her somewhat (like add 1s to charging each blink token, nerf her addons, maybe slow her blinks by 10% or turn off auto-aim on her)

  • @SuzuKR said:

    Maybe one day someone will actually give proof. Should be easy with how apparently busted she is.

    Check every larger streamer killer list. I am sure you are unable to find one who will not give it into top 3 (she is TOP 1 btw). That's proof #1.

    Check this forum and count how many times people suggest that this killer actually needs nerf. That's your proof #2.

    Or try to play her somewhat seriously (give her at least 200 hours) and then play ANY other killer and compare which one is stronger. You might get some competition with blight or artist or spirit or someone. But still she will be the strongest. If you invest 2k hours.... There is no killer that can compete to her powers (especially with addons).


    saying this as someone who mostly played her with her meme addons (short blinks with short lunge). What other proof do you need?

  • @ryokoryu said:

    The Issue with this perk is it stacks with leadership and toolboxes and other perks (which will be especially important in the next chapter) On more than 1 occasion I watch at the start of the match as the farthest gen turns yellow with discordance within the first 5 seconds of the match starting, head straight there and have it pop before I am half way across, no brand-new parts after the match, just yellow toolboxes with 2 extra charges addons. rhen consistently through these matches, even on instant down killers when chases are less than 10 seconds on average in that time I can down a survivor, pick them up and as soon as I do a gen goes yellow and it's already too late. Another gen done, teams that run pure gen-rush builds can pop gens so fast in a coordinated manner that without having massive pressure by teleporting or movement speed boosts in kit can't keep up with, slow down perks or no. If I am not running Thanatophobia they don't even have to heal because even if they run right into me and I down them the time to pick up and hook a survivor is enough time to secure a gen . There is no counterplay to it, you either don't hook or you get rushed into oblivion if you don't have the right killer and it doesn't seem to matter what perks you have you just can't move and hook fast enough and with duo gens being 30 seconds with all stacked effects you get put to bad places that most killers can't recover from Now some of you might say take X perk like for example Corrupt Intervention. I have watched teams just wait it out and then do their rush strat literally touching nothing until the perk is down and just hiding. if you find one and the chase lasts more than 10 seconds they hop on a gen and often times you will be out of position to stop it even if you were only patrolling the CI open gens. You say it is the same as it was before the patch, well gen rush teams are doing gens noticeably faster with the extra 10 seconds per gen than they were before the patch. What is problematic here is that it stacks with things and it shouldn't stack with things or it should have a lower bonus, even it you lower the bonus only when those other bonuses are present so that there is diminishing returns on stacking gen speed boosts that drop fast. the upcomming new perks for gen speed will put gens at close to 15 seconds which will be completely broken. There are killer perks that need to be looked at too and Ghostface needs to be worked on as exposing his stealth mode is far too buggy at the moment as many others have pointed out but the more time the gen rush teams have counters only in specific killers the more people are gonna run only that.

    With leader? You clearly have 0 idea what you are talking about. Leader does 0 to speedup gen repair speed.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141747#Comment_3141747

    How so? Honest question. I don't feel it will affect me as a killer at all, as I usually hook someone and leave the vicinity entirely to go check up on gens. Not a fan of camping hooks.

    I applaud you. If you are in my region and MMR range, you are 1 out of every 5th killer that actually plays the game...

  • I agree that they went a little too much on POP nerf. But it is still kinda usable. However RUIN got really ruined. I would actually accept if they gave back at least half of speed nerf back.

  • Like killers still need help after 6.1.0? OMG. I can't believe my eyes...

  • While we are at it. Add 4 more pallets, make the whole map at least 30% larger and add some loopable stuff to the map. There is a reason why this map has highest kill rate out of all the maps in whole game. Hook spawns are bad in here, but that is basically the only singular thing going for survivors in this map...

    Also for the reverse. Remove at least 4 hooks from dead dawg saloon - as this map is "impossible" to sabo-save. If killer downs someone exactly in the middle of 3 hooks, picks him up, goes to closest hook that gets sabotaged right into his face, survivor takes hit (sometimes even 2 hits) - then killer is still able to turn around and go for another hook and successfully hook someone - and this works everywhere on the whole map - without IG or agitation or any other perk.

  • And then there are maps like shelter woods where if you waste single pallet, someone dies... It's all about luck with maps

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135714#Comment_3135714

    https://forum.deadbydaylight.com/en/discussion/comment/3137660#Comment_3137660

    Sources?

    Also pro tip, "I want (insert) to be utterly ruined and alienate its fans the way they did with a previous rework" is not a great take. :)

    Just watch any serious tournament. Survivors will not even try to loop her. They just hide. If found they go to die into corner to buy as much time as possible for other survivors to do gens. And this is very specific to nurse. For blight you at least try to camp pallets. If the killer is unloopable, then there is a problem in game.

    Also. Nurse is the #1 killer for a long time now (and this even disregards all the bugs she currently has) - and you can watch virtually any streamer with more then 1000 viewers (be it killer or survivor main) and you are guaranteed to have nurse/blight in top of their killer tier list. If you don't see her as busted, then that's a you problem. The whole community knows that she (along with blight - but now way above blight thanks to how broken in addition to how OP she is) is the strongest killer in game.

    It would make a lot of sense for this game to have more then 2-3 killers in top tier (I would aim for at least 6 TOP killers and another 10 viable killers - viable means like huntress is right now).

  • you can nerf boons however you want. The perk is useless anyway. It takes way too much time (find boon, go to it, actually boon totem and then heal & pray it will not get snuffed) or go all the way thru the map to slowly start healing.

    The perk is trash. At this moment IDC how much you nerf it. It's not going to come up in my game anyway.

    Medkit with built to last is much much better anyway. Heck even inner healing is much better if you are for some reason afraid of NOED (but that one is a gamble for pentimento).

  • @d3vi1 said:

    Same with self-care.

    Try to open gates, heal someone, do quick gen tap,etc when you're injured. It will always prioritize self-care.

    The best part is when you're opening gate, killer came and hits you and then you would normally open the door and get away, but no, self-care over opening gates.

    Yes. Sure. I want to start to self care when killer brings someone to hook AND I am right under it with equipped saboteur perk. Makes perfect sense...

  • @Babalonkie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134525#Comment_3134525

    They need to expedite.

    @ Behaviour - Expand allowed matchmaking categories urgently. As it stands, the game is unplayable 20 hours a day for me in UK, i am cooking meals whilst waiting to be matched and typing out forum posts...

    That is unacceptable...

    Well... They said that killer buffs were fine. That this is OK and it's not imbalanced....

  • @TimRandyDbD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130095#Comment_3130095

    Killer can not camp and still be held hostage to the game. In the video the survivors hold the game hostage by running around near hook. That would mean that the killer would have to leave these two survivors to hunt the guy doing the gens.

    https://www.youtube.com/watch?v=RGIzybXTJ9Y

    P.s. I'm new, if the link isn't allowed I'll remove it

    This is actually not a fair comparison. These guys could "bully" killer in any way they wanted as they have much more experience. They didn't NEED the perk to do that. The perk just prolonged the match (and quite frankly - actually CREATED chance for killer to eventually down them all (which would not be possible if they just went on gens and out of game) - see 1st part where sweh died - do you really think that if he went for gens and only saved at last second instead of chasing next to hook, that he would have died that game?).

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135236#Comment_3135236

    Why is your answer to nerf the killers doing fine?

    Every single thing Nurse can do can be mindgamed, and good players playing as and against her proves that. Prediction is dual-sided. She tries to predict you. You try to predict her. If what you said was true, good players against equally good Nurses would not be escaping around half their matches, which they do.

    No. It can't.

    It's the only killer where survivors can do anything in game and the only thing it does is making it harder for nurse - that's it. For really good nurse - there is literally nothing you can do. Not a single thing. Nada. Zilch.

    Also the killer is broken. She can hit you before she materializes from blink, has broken addons, does not get stunned by pallets half the time (sometimes even outside of animations - and yes fatigue should not count) and has largest lounge hits with auto-aim ever (just flick your mouse after blink and you will hit survivor - you don't even need to know where the survivor actually is).

    And yes. I mained nurse, but it got too easy recently


  • @SugarGene said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134873#Comment_3134873

    Still, just feels weird that MM can't kill a survivor in dying state. I get that's done that way to probably protect from the tomb/memorial build, but can't we just adjust that build instead? It's just such a shame when you've spent the entire game stalking, all gens have popped, and survivors can just hide in lockers.

    Ultimately, I think the build is in a good place because if you are good at it, tier 3 should pop around 1 gen remaining (it's usually already in progress). That means survivors just have to finish a gen and avoid MM until doors are opened. This shouldn't ne super hard to do since MM hasn't been chasing like normal you will still have a ton of pallets to use.

    Sure 1 or 2 survivors may die, but I don't think that is bad for balance. It just seems like hiding in the locker is the action that really kills this balance.

    This means you still don't know how to play this killer properly. If played optimally with all the slowdowns, tier 3 will pop at 3 to 4 gens (this is with expectation that someone did not give freebee to mayers - in that case it can pop at 2 gens). Meaning you have a killer that could have guarded his strong 3-gen from the beginning (because he knew he will need it at late game), has 3 stacks of play with your food = zooming thru the map and literally insta-kill you once he gets close. THIS IS ALREADY NOT HEALTHY/BALLANCED.

    And even if you get into the locker and killer grabs you - you are almost guaranteed to get 1 kill. Because who would be able to rescue? Anyone going close to MM will instantly die. So even this counter is basically last-resort death sentence (the only silver lining is, that MM will need to camp or someone might possibly be able to rescue. Or if MM catches/hooks someone else, then your teammates might be able to get you out).

    Like there is so little survivors can do against this... It's just lucky that it requires huge BP investment that is almost guaranteed to be wasted. Otherwise more players would play it and it would be impossible. Over all - this build will guarantee at least 1K if you know your mayers well (yes if survivors are vastly better (say 300h killer against 8K avg survivors) then you will not be able to catch even one survivor - but that IS skill issue). And it is very easy to get more.


    If any change was to happen to this - I would propose to delete these addons (and replace them with something reasonable).

  • @SuzuKR said:

    I’m going to blow your mind. Unfun means squat. Get over it.

    What? I mean.... If games are not about fun. Then why do you play it? Makes absolutely 0 sense to me. The game SHOULD be fun. Ideally for everyone and as much as possible.

    @Adjatha said:

    Since we're making unreasonable wishlists, how about:

    • Let killers rule out survivor groups with multiple of the same character
    • Prevent survivors from swapping out which character they're playing as once they're in the lobby
    • Let killers rule out survivors who are equipped with boons
    • Let killers rule out survivors using "chase me" taunting cosmetics
    • Let killers rule out survivors with TTV in their name

    Coming up with a whole bunch of random nonsense is fun.

    Nah. Last 2 are unreasonable to me, but all other items seems legit. I would go for it

  • @Biscuits said:

    Yeah you can't have a ban system for a game like this, even if it were to be just one. The entire community would ban nurse, and you would never be able to play her until she got nerfed to a point where people would swap to blight. And then the same scenario would have to exist to bring blight out of the shadow realm.

    There are people who play this game and only ever play that one killer, you would be essentially killing the game for them. As a survivor main, I would love it, I already know my ban order. But, I also understand it wouldn't be good for the games health.

    Are you trying to say that we have unbalanced killers? Well. I mean... That might suggest we want to rebalance them. Right? And it should go both ways - if some killer is never picked... We should rebalance him. I mean... That's actually healthy for the game and promotes diversity. Is that not correct?

    @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133909#Comment_3133909

    Survivors banning 3 different killers would be far worse than killers banning 3 items, since you can still nab them outta chests

    Sure. But you could always get key without any addons... And loosing time with chests is usually not a good idea. Anyway - perks make much more sense as there is by far much higher diversity (also if you consider you don't want flash saves and u ban 2 firecrackers and flashlight only to be flashbanged by someone).

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133922#Comment_3133922

    You got a source for those figures?

    If you have survivors being able to ban even one killer each (four killers per lobby), combined with killers being able to ban perks (even just DH), then matchmaking will not increase by 1-5%, it will grind to a halt.

    I stated it before. Solo has 3 bans - but they can be matched together so that they will overlap to some degree (if it is even needed) so that there is a game. SWF would get 3 bans as a group (so if it's 4-man swf - one of them will not get a ban)

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133915#Comment_3133915

    You want to add further layers to matchmaking?

    You realise the more complicated you make it the longer it takes, right?

    Yes. You are right. It will get a little longer (but not by much if you don't pick something that is clearly broken and everyone wants to play/ban it). But it is still not that hard to do. For most killers it will add maybe 1-5% waiting time. The only exception would be some unhealthy strong killers in their bracket (e.g. nurse/blight in highest MMR) - which highlights the problem.

    Also as was stated above - I would be willing to add similar ban mechanism to killer for survivor's perks (this would mean survivors would need to select their build before they are matched) - which would also highlight some problematic perks (e.g. boons)

  • @Seraphor said:

    So Survivor A rules out: Nurse, Blight, Pinhead.

    Survivor B rules out: Huntress, Bubba, Billy.

    Survivor C rules out: Wraith, Spirit, Pyramid Head.

    Survivor D rules out: Legion, Nemesis, Hag.

    Congratulations, now you get hour long matchmaking queues.

    Or you could adjust matchmaking so, that those 4 will not get into 1 lobby ;) Done deal

  • @TeabaggingGhostface said:

    If killers can ban 3 perks/items in return, then I'd accept that

    Perks? Sure. There is enough of those. But Items? Common. Ban toolbox, flashlight and medkit. What is left? A (totally useless) key? Or 4x map? :D

    But if we limit it to survivors can ban 3 killers (swf as a group or each solo as they are matched (but they are matched together with killer so that it would work)) and killers can ban 3 perks - that would actually work. It would also give feedback as to what killers/surv perks need adjustment. I would appreciate it.

  • @uniqid said:

    Hmm makes sense I guess, what about if we add a rule to that @Mandy?

    If it's only the killer in 10m radius the hook timer is paused but if there's any Survivor in that radius the hook timer resumes.

    That way it's fair game for everyone and still makes sure a Killer is not rewarded for camping. It's up to the Survivors then to either let the Killer stay near a hook or take them away somehwere else. Or up to the Killer if he wants to sit at the hook for the rest of the game or actually play the game as it was meant to be.

    The most important point for me with all this is that the player on the hook should not feel frustrated (and be forced out of the match) for things they cannot control.

    I made a post where I basically made the same proposition but making the game a little bit more face-paced - bonus repair speed instead of pausing hook time. It also distinguishes between different "kinds of camps" and allows some strategic version of it: https://forum.deadbydaylight.com/en/discussion/comment/3124489

    But I think this might be besides the point as we will get reassurance perk (which basically shuts down all kinds of hard-camps)

  • I don't think giving full aura is the same kind of information that SWF has. It's a bit more info. To get same kind of information you would need location indicator (so e.g. yellow dot instead of full portrait of a person - you don't see if he's crouching/running/etc. ) with some built-in imprecision (say misplace the dot somewhere within 10m radius). Even giving info like this is still a little bit more, because you would always have it instead of having to ask for it and waiting for reply.

    That being said - I still think that some kind of ping mechanism that would allow basic communication within team would be actually beneficial in bridging the gap between swf and solo

  • Well. Now that we will have new perk reassurance, I presume this thread got immediately obsoleted.

    I still think my solution would be more engaging as it would make the game a little bit more fast-paced in contrast to stopping hook timer, but it would compromise some things still within the game (e.g. insidious play - which I personally think should no longer be part of the game as it's only usage is actual facecamp).

    So this might make no longer sense even if my solution feels superior to me (but truthfully - I could be very wrong) :)

  • I don't like this idea. I think hook grabs are healthy for the game. Good killer mostly wins those against single survs and looses otherwise.


    The only problem to this is facecamping. And I like my solution to that one more :) https://forum.deadbydaylight.com/en/discussion/339957/fair-anticamp

  • Clarifications/examples so that the end results are actually apparent.

    If killer face-camps all the time, survivors can theoretically get +22,5s per survivor on a gen per stage. 19s if someone goes to exchange at the very last moment. This measure can't mathematically give any more gen time to survivors (without perks).

    Time to leave hook would be a little more then 5s out of those 15 without any abilities (for everyone but nurse - who can still use blinks). So ~10s to look around if somebody is around (and if so he can stay next to the hook). This also gives more then enough time to cross map next to hook and even look around for possible unhooker

    Last 15s are free hook securing - after new stage starts, countdown is reset so no punishment in this case.

    Killer needs to leave hook 3x (4x if he doesn't want to be predictable) to not get any penalty ONLY IF he can't see any survivor.

    If he hooks someone into 3gen, then he can camp them to death - survivors would need to get close to hook/him which resets the timer.

    If he grabs someone, hooks 2 people - free camping.

    Keep in mind that proxy-camping would be still very functional. If you don't want to leave hook, just move around within 12-24m from hook and you are good. Once you find someone, chase him away - you should get within 24m from him which should reset the timer.

    This measure makes it bad to camp - but it still allows you to throw the game to get that single survivor sacrificed. I consider this a good thing (Killer is still capable of punishing toxic players).

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