GoshJosh
GoshJosh
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3137551#Comment_3137551
Startruck is basically basekit for nurse so she has instadown too lot of times with stronger power available at all times. Nurse gets fast down with her power ignoring everything. Oni still has to play around loops and requires survivors to make mistake. I think it would be very reasonable to oni just start with his power it could end ones he gets first down so good Oni does not slug whole team at start though good nurse does that already. I don't know is removing nurse range add ons answer as those help average or bad nurses to get kills so her kill rates would go down but her being more like oni would increae her kill rates if she start with m1 115% movement speed. Maybe she could have instadown ones she earns her power or 3 blinks.
No, no it isn't. Not even close. Nurse doesn't get exposed without perks. Come on, now.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/3137802#Comment_3137802
It now lights up if the killer is within 32 meters, making every stealth killer a joke if you have eyes, not that they weren't before, just a little more.
Still 36 meters, actually - which is a huge difference. Yeah, they completely reversed course on nerfing Spine Chill into the ground. At least survivors still get one good perk from before, their only counter to undetectable.
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It doesn’t make sense, when every other loss of health state from any other killer in the game causes you to lose collision. Survivors probably should have an animation where they fight the zombie back and kill it after taking damage or being infected, to prevent lose-lose situations between Nemesis and the zombies. Seeing as zombies have infinite respawns too.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3137743#Comment_3137743
The only ones defending nurse in these threads are the exact same 4-5 people, every time. So, yeah, just a few nurse mains. Kind of obvious, actually.
Strange, though. I don't even make posts, and yet different people keep making posts about nurse.
Don't worry. She is exactly like keys and moris. Something only in the game because the devs haven't figured out what to do with her yet.
I’m not a Nurse main. I’m a survivor main who enjoys versing Nurse - the most balanced killer in the game.
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Thanks all!
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Range add-ons are getting fixed in the next update. Doubling back and losing line of sight aren't your only options against a Nurse either. Mind games and stealth are at your disposal too. She doesn't have to 'earn her power', but also moves slower at base than a running survivor; has to charge her blinks, recharge her blinks; has fatigue; and land her blinks well if she wants a hit.
Nurse is fine.
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Are you referring to the red negative status icon down by your perks in the bottom right? That should be your cue as to when you can begin doing those actions again - when it disappears from your HUD.
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@OrangeBear said:
You are probably not going to like to hear this but i recently was made aware of a way that survivors can confirm if a killer has blood warden before it activates.
If you have Distortion and you go into the exit area and a token is consumed, it means the killer has it.
Distortion and its infinite token potential coming in clutch yet again. Crazy.
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Appreciate you confirming!
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@KidDope25 said:
https://forum.deadbydaylight.com/en/discussion/comment/3062326#Comment_3062326
”Stealth” Yet a lot use Infectious, BBQ, Scourge Hook: Floods of Rage, Bitter Murmur, I’m All Ears and soon Wesker’s new perk to make Starstruck even stronger. Plus good nurses know how to find hiding survivors anyway
Calm Spirit hard stops all screaming for the entire trial, invalidating Infectious Fright. Distortion now has unlimited aura blocking as well. Lockers stop aura reading and screaming as well. I see no grounds for complaint about not being able to stealth against screaming and aura reading.
Plus, you have plenty of opportunity to know a Nurse is coming your way, if you’re paying attention.
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Somehow I’m having trouble believing the ”best Nurses” took at least 90 seconds to finish a chase against you.
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The issue is that the power then does nothing against an injured survivor, except reveal other nearby survivors and get you one hit closer to a possible instant down with five hits in one frenzy. I’m totally onboard with you because I hate Legion, but that’s a pretty hefty nerf to their kit without compensation.
I’d rather see a total rework.
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@Hannacia said:
Had a team with 4 prove thyselfs today.. safe to say i had no chance. Also they had 4 boon of broken heals, and they were insulting me at the endgame.. fun times
Wow, then they wasted several perk slots. Should’ve been an easier trial for you. Doesn’t mean they should’ve insulted you though.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3133267#Comment_3133267
But you concentrate all your perks, items, addons, to do 1/5th of your objective in a short amount.
And again, you lose hyper's tokens, stakeout's tokens, you empty your toolbox and lose your brand new part so you cannot repeat the same process twice. You still got 4 gens left.
Plus, you cannot realisticaly bring comodius and brand new part every game to consider it a staple combo.
Not to mention killers don’t need to get 12 hooks to win the game. Slugging, forcing hook state loss by camping, last survivor who’s never been hooked, etc.
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@ColonGlock said:
OP is a Prove Thyself enjoyer
Yes, which is why I want my aura read for the whole time I’m co-op repairing a gen..and even up to five seconds after. 😀
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/341238/should-discordance-be-reworked
Counter play with distortion and OoO? Of course, those perks that are never used! Why didn't I think of that
Maybe give more reason for them to be run then! 😀
But really surprised Distortion isn’t more common with the buff. Infinite aura blocking is crazy!
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3133459#Comment_3133459
The limitation is that it only works if multiple people are on the same gen. The counterplay is to split up.
That doesn’t work in reality (especially solo queue) and as more generators are fully repaired throughout the match.
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3133440#Comment_3133440
you could say the same about surveillance. doesnt mean surveillance needs to be nerfed.
True, but Surveillance also has limitations. Discordance does not, as long as survivors are co-op repairing gens (which is basically going to happen every match at some point, especially as more generators are fully repaired).
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3133440#Comment_3133440
This is true for a bunch of perks for both roles though
Kindred for survivor, it's basically impossible for Killers to know it's in play if they're near a hook
Or Whispers, a tracking perk that can completely nullify stealth if used correctly
Call of Brine is hard to know about as well, while yeah the killer has to kick a gen - unless you're super observant you're not gonna know right away that it's there
Blast Mine/Wiretap are also good examples too.
These all have limitations of some kind, though. Kindred: only while the survivor with it equipped is hooked. Doesn’t help against undetectable killers. Whispers: simply tells you a survivor/survivors is/are nearby or not, and not anything more than that. Call of Brine: as you said, requires a killer to damage the gen. Blast Mine and Wiretap are limited to one generator at a time, with activation and deactivation conditions.
Discordance just is what it is all match, up until five generators are fully repaired anyways.
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@ThatOneDemoPlayer said:
You're complaining for the sake of complaining. There's nothing wrong with Discordance. It only activates if the Survivors allow it
I didn’t complain at all, and there’s no 100% sure way for survivors to know a killer has it (without cheating). They can simply suspect it. I didn’t say to outright nerf the perk, but rather to change it.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3133323#Comment_3133323
I feel the biggest problems of Gen regress perk is that, a Gen can be regressed from 90% to 0%, which at that point there is no turn back for survivors. I know its survivors' fault, but they dont have time to do Gen for 1 min is already a win for killer, having 90% to 0% Gen is another.
I think Gens should have check points 30/60sec, where if a Gen is at 80sec, it can only regressed down to 60. There for Gen regress base & perks can be much stronger but still not broken.
It’s devastating when a generator is allowed to regress for so long, which is why it was a crazy decision to increase the amount of charges needed to complete a gen. I thought Ruin instead of being nerfed how it was, could function like that. Not allow the regression to exceed 33% of total progress. I feel that would be much stronger than what we have now, while still being balanced and doing its job.
But at the end of the day, killers still got 2.5% base damage to compensate gen tapping, which remains the simple solution to regression.
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I previously said Prove could be looked at again if perks like Ruin or Tinkerer were nerfed. Having that much automatic regression (as long as the hex stood), and infinitely knowing which gens are about to be completed accompanied by a lengthy undetectable status, was busted. Especially on high mobility killers.
But then the devs went and did the unthinkable: increased base repair times. Then threw Call of Brine and Overcharge, which stack, into the mix. On top of all the other killer basekit buffs. So no, I still don’t see justification for Prove Thyself getting any changes anytime soon. And as others have said, Discordance is an uncounterable tracking perk for killers (meaning survivors can’t know for sure a killer has it, and the information it gives always triggers the perk with no cooldown).
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Nurse!
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@bjorksnas said:
Pretty sure they "band-aid" fix because they would rather give survivors ways to punish the killer for it and reward survivors for putting it in their build rather than remove it from the game and need to overhaul almost the whole game around outright removing camping / tunneling / slugging, it allows them to "nerf them" without actually having to change the entire game
Alternative theory:
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@Bran said:
I disagree with the band aid opinion.
Don't like camping and want to stall the hook? Use this perk. Camaraderie is a staple on my build anyways and No one's calling it a band aid far as I know.
Because Camaraderie is so bad that it doesn’t even constitute being called a bandaid perk.
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If the non-hiding survivor did not assist in your search for the hiding survivor, then the report is invalid and will be tossed in the garbage bin. Plus we have blatant and secretive cheaters running rampant right now; this would be very low on BHVR's radar, if they will even look at all.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/3128137#Comment_3128137
hag always seemed like a secret good killer just no one likes to play hag
People hate playing against her more. I feel so gross playing Hag, even if it's just for a daily.
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@Ryuhi said:
Because people didn't like that the only two killers who ever have a use for it actually got value out of it, so they nerfed it so that nobody gets value except for those two, and they just don't get as much as they did before the nerf.
so in other words, it got reworked to be more meta, then immediately nuked from meta potential instantly. The fastest of "shakeups."
Hey, the players don't get to decide how perks get changed. But rework Plague and Legion to not take health states for free by their powers, and we can buff Thana once more.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3127075#Comment_3127075
Kinship, which is not DLC perk, can also be used to punish camping. It's just that nobody uses it because they'd rather the devs make camping completely unviable somehow.
Kinship is trash. If memory serves correctly, even you made a thread proposing changes similar or the exact same to I have in the past.
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Nah. BT protects survivors after they are unhooked. Reassurance, well, reassures them, that their time hanging on the hook is affording the other survivors time to do stuffs.
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This perk will, ideally, solve all facecamping issues. It will be enough that killers fear the perk is in play, to not stick around at the hook to find out.
Only problem is that it’s a perk, is locked behind a paywall, and requires at least two instances to ensure optimal usage…
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@humanbeing1704 said:
Also could make This argument with calm spirit hard countering the screaming aspect of doctor
True, although a Doctor paying enough attention will see the madness level of a survivor increase - even if he doesn't hear the scream. But it's also part of why I think Calm Spirit should have a lengthy cooldown after blocking a scream or crow from being disturbed.
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I agree with lowering both to a 60-second cool down. But even at 80 seconds, I think Oppression is a highly slept on perk. And yeah, Dragon’s should not enter cool down unless a survivor activates it.
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Add Wesker and the First Aid Spray to the list. Why can't survivors hold a temporary item, as well as regular item - and swap between the two? Would it be that broken?
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3122772#Comment_3122772
No it works on both hook stages.
The perk states "If they are in the struggle phase, it also pauses Struggle skill checks"
Ah, I thought I read differently on the leak. Unless they changed it for the PTB. Thanks!
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@Seraphor said:
Reassurance is a better version of Kinship that could actually be meta. If the killer is hard camping you can extend a hook state by 3 minutes.
Edit: Gave incorrect information. Reassurance works for both hook states.
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@Araphex said:
I'm just wondering if it has anything to do with the content people bought? Like if someone didn't buy the Resident Evil chapter, then they get queued into a game, would it be possible that the RCPD won't be included in RNG? I would like to think all maps should be available to counter this. Or the RNG just needs to be fixed because I can't stand going to the same map 3-4 times in a row. Literally played the game 3 times last night, twice in a row and then another map and then back to the game. Also got Garden of Joy, another map, and then back to Garden of Joy.
What I think would really fix this issue is just allowing killer to choose the map unless map offerings are used. Or giving all players in queue a choice out of 3 or something like that. Anything than being sent to the same map over and over. Just some ideas.
All maps and their offerings are available all players, regardless of DLC owned or not owned.
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There was a time I almost forgot that Rancid Abattoir and Torment Creek were Coldwind maps, because I would only get the other variations. I think it was seriously an about two-month streak that I went without seeing Rancid, and that was in the past year or so.
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@VonCrow said:
https://forum.deadbydaylight.com/en/discussion/comment/3119599#Comment_3119599
Not really if we want the community to be a better one. I think I already used this example before:
If you have a kid and you are in the supermarket and he starts crying and yelling because he wants a chocolate, the worst thing you can do is to buy the chocolate: he will learn that crying and yelling is a good way to get things that he wants.
Going to the exit gate so they can mock you is like buying the chocolate. If we stop going to the exit gate they might get tired of wasting their own time and maybe they stop doing that.
Well, apparently that isn’t working out for you either.. because you’re writing a forum post about survivors not leaving being a problem for you. Just buy the kid some chocolate and leave the supermarket (trial). That or keep sitting in a corner until he match is over, if that floats your boat.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3119617#Comment_3119617
it's almost as if my post has "At least chase wise" at the start of it. I don't think camping is a form of chasing.
Ok? Regardless, both aspects made STBFL stronger in chase - and that’s just a fact. Base faster successful M1 attack cooldown with an unchanged STBFL, and base less speed boost as a survivor being hit means less distance gained on both ends of the spectrum.
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It’s literally the only perk in the game that doesn’t do something unless the other side brought a very specific set of perks. That should’ve been the first red flag to the dev team. No idea how this idea made it through to live.
Edit: Distortion too, but aura reading perks for killers are a lot more common than boons.
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I hear Overwatch 2 is going to require a phone number verification to play. May not be a bad idea in Dead by Daylight. But BHVR probably won’t ever do that, because lost money from cheaters buying new accounts.
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I was saying in my head, “Why did I just click on this thread?” as it was loading. Thankfully it wasn’t what I thought it might be. Bad memories when some nasty stuff got through on these forums.
As to the topic, I brought this up a while back too. Turns out the description is inaccurate on Rusted Spike. You have to reel the survivor in and hit them to apply the mangled. Devs still need to update this.
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It’s definitely both. The reduced speed boost doesn’t matter at all against a camping killer with several STBFL stacks.
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No way is that happening. A perk is a perk. It shouldn’t be more perky or less perky simply because of the chosen character.
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@humanbeing1704 said:
I actually haven't seen it used once and I've played like 90 survivor games since the patch
A couple days ago I had a survivor malding at me in the post-game chat for having it equipped. Meanwhile, they as a team allowed a teammate to hit second stage.
Oh, and I was able to kill them all before five generators were complete - and without closing the hatch. Guess they just didn’t like losing to a killer with only three active perks the entire trial. 🤷🏼♂️
@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3118937#Comment_3118937
I think NOED (and Devour Hope) don't tell you till someone been hit because if it told you right away survivor just be looking for it and hide till they found it make the perk totally useless then it already is.
Exactly the difference. These perks only provide exposed as long as they stand. Especially in the case of DH, where the hex is up from the start of the trial, and only provides exposed after allowing three safe unhooks. There’s no way it should be revealing itself even sooner. I think it should even be blocked by the Entity or something until it has at least two tokens, since it does nothing prior to that.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3118368#Comment_3118368
How do you know, though? You don't. And you continue to make broad statements (like saying "we" when you only speak for yourself) even after I presented data that refutes your statements.
Click here for a link to that data. 4th in pick rate and 4th in kill rate over the last month. Please refute this data if you can. It might not be complete as it requires data to be submitted to it, but at least it's recent.
Fourth in kill rate sounds like three other killers need to be looked at/nerfed before Nurse then. If we’re sticking to that line of thinking. And high kill rates in and of itself does not automatically make a killer problematic.
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@JoaoVanBlizzard said:
https://forum.deadbydaylight.com/en/discussion/339540/is-noed-still-a-problem
In fact, I think Noed needed a buff (don't get me wrong, I usually play as a survivor), like, I think Noed should only light a totem after he hits a survivor, because if the survs end all generators and the totem lights up in front of them the perk becomes useless,in my opinion I've always considered Noed an option against survivors who make generators very quickly and disregard anything else in the game, in my opinion having goals like purifying totems cuts down on survs' routine of just fixing generators and running away, The problem is that developers don't consider creating things fun and creative, so a lot of things that could go right in the game end up going wrong.
There’s no way you really think a killer should get the benefits of NOED without a hex totem on the map. That’s ridiculous. Good on that survivor for being near a dull totem in the end game if they suspected NOED.
@not_Queef said:
https://forum.deadbydaylight.com/en/discussion/comment/3118889#Comment_3118889
Status effects are designed to inform the players that they are affected by that particular mechanic.
With NOED (and Devour Hope), survivors are technically "Exposed" from the moment the perk activates, but they are only informed of this fact when somebody gets hit. This is likely a hangover from the way these perks originally worked, back before they were changed to use the Exposed status effect (they used to just say "hitting a survivor puts them into the dying state").
Imagine Haunted Grounds, Make Your Choice, Starstruck etc., if they didn't tell you that you are Exposed until you're on the floor. That would suck pretty big balls IMO.
I can see that point of view. What’s the difference between those exposed perks/killer powers and Devour Hope and NOED, though? I think therein lies your answer.
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@not_Queef said:
NOED would be fine if it applied the Exposed status effect correctly, but for some reason killers love to defend inconsistent game design when it gives them an advantage.
Survivor main here, and I’m curious how you think NOED applies exposed incorrectly? The perk description says when the gates are powered and at least one dull totem is on the map. That’s been my experience.
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@Droneinthrwind said:
https://forum.deadbydaylight.com/en/discussion/comment/3118196#Comment_3118196
You are the only one who defends nurse in this sub. Wonder why🤔
Don't want to lose your easy 4k machine?
Wrong. On both fronts.
