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GoshJosh

GoshJosh

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  • “[Her] play rate has seen a pretty significant rise lately” doesn’t sound like an anecdotal claim to me. So I was wondering how you determined that.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118138#Comment_3118138

    Everything is anectodal till we get stats but how about why her play rate has seen a pretty significant rise lately?

    Where do you find stats on that?

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118133#Comment_3118133

    Yeah she got extremely easy after she got smoothed out when she was kill switched. Got the best add ons and now there is no dead hard, her biggest counter.

    There is a reason she went from being rare to see to being once every 3 games.

    If only I saw Nurse that often. I’d be having a lot more fun matches while also escaping more frequently.

  • Hmm.. did you happen to camp and/or tunnel that game? Do any BMs of your own? Were they getting extra blood points, doing a Rift challenge, scavenging for an item?

    We’re only getting half the story here.

  • Not to mention the third floor, nor the occasional spawn in the middle of the staircase hallways of Midwich. It should be universally first floor only, like every other map. I don’t get why these two licensed maps have these odd exceptions.

  • Huh? NOED activates by survivors completing their primary objective.. repairing five generators. There’s no relation to EGC.

  • Absolutely not reportable, I can’t even begin to comprehend how you think it would be. Nemesis players don’t get to choose zombie pathing and them getting stuck, and most of the time it is detrimental to the killer.

  • Two minutes usually becomes like, 30 seconds, if you force them out. Just saying. The reason a killer can’t force the match to end is because survivors would be denied their Rift challenges - especially those pertaining to the end game.

    Now tell me what a slugged survivor is supposed to do, if the whole team is slugged and no one has an anti-slug perk equipped. And that’s up to four minutes.

  • @scenicpickle said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114459#Comment_3114459

    those killers are fine i'd dare say weak if you can't handle being injured run resilience , desperate, lucky break stuff like that doesn't warrant a perk to be borderline useless because people refuse to pick counter perks

    They’re not fine, not to me. I’d sure enjoy to run perks that enhance or require healing to fully work against a killer that completely prevents it though!

    @Rudjohns said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114459#Comment_3114459

    Ideas for Plague rework?

    My suggestion is: the sickness doesnt make you broken, but the Plague can see the aura of all contaminated objects

    Instead of becoming broken when fully infected, the survivor can be permanently exposed until they cleanse. Possibly even hindered. There, I’ve fixed every single problem with Plague.

  • Rework Plague and Legion, then we can talk about changing Thana again.

  • Wow, really?! When did that happen?! 🤔

  • Yeah, she needs help alright. She needs a whole rework to not be the Camping Queen right next to Bubba. Imagine not being able to launch crows as Artist too close to a hooked survivor, but being able to put up to 10 infinitely replaceable traps that allow immediate teleporting. That can only be destroyed by triggering, an item with limited charges (flashlights), or avoided by crouching over them. Real great design!

  • @Aneurysm said:

    Current MoM and object work together already, and is a lot stronger as you can heal yourself up, work on gens, and still have the effect.

    True, but three protection hits and healing up takes a lot longer to proc. At least safely. Doesn’t it not trigger the aura reading unless you use its effect too currently or no?

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108489#Comment_3108489

    Like I doubt there is that much of "right time" to save for beside body blocking.

    And if you gonna body block you should get protection hits for it's activation, and then I think you are in the situation where it shines through either chasing for yourself or another bodyblock?

    Is storing part really THAT important?

    It does make a big difference. Not only can you currently store it, but it also is unrelated to endurance. However, three protection hits for activation is a pretty steep cost. Lowering it to two will be a big change. But, you don’t get to choose your timing as freely anymore.

    I’ll probably use it in a SWF to force aggro onto myself away from a survivor in more peril (i.e. death hook and I’ll stand in a doorway or loop between them, twice).

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108474#Comment_3108474

    ...and doesn't that mean like, people can get random protection hit once and after that they can try to get next REAL one?

    Like if you get a protection hit, killers gonna chase you, or chase the one you just saved, and I think either way perk should get a value?

    I’m not sure I understand? Two protection hits will give you endurance; but that endurance will be lost if you do a conspicuous action, or are already in the deep wound state.

  • @fulltonon said:

    People say "storing it is not possible" but shouldn't getting a protection hit enough for next activation?

    What they mean is that you have to use it once it activates (gives you endurance), or else be unable to do any game-progressing functions. You can store it, but not also do conspicuous actions.

    I see it being used to protect a teammate from hardcore tunneling, when they would be dead next down but you wouldn’t.

  • @Gorgonia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108429#Comment_3108429

    They should add another condition to Thana so it doesn't become useless when someone dies.

    I think how someone else in the feedback area suggested a lower overall value - but growing in additive power for each injured, dying, or hooked survivor - would be good (they proposed 2/6/12/20%, based on the number of unhealthy survivors). The perk is still going to be annoyingly strong on Legion and Plague, and I don’t see BHVR reworking either of those killers anytime soon (if ever).

    You’ve already got massive value out of Thana if a survivor is out of the match. It’s always lost power when a survivor dies. I’m honestly not even happy that it counts hooked survivors, since it empowers camping (you can get slowdown just for preventing an unhook/facecamping).

  • @humanbeing1704 said:

    Considering there's been absolutely zero positive feedback about these changes I hope they are scrapped before a ptb even begins

    Well, I think most reasonable players don’t want Thana to stay in its current state, and would rather see the proposed nerf than what we have now. Self included. Also not entirely against the MoM change.

  • @SeannyD115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107342#Comment_3107342

    You lose the endurance effect once you do any conspicuous action. So anyone running it will not be doing gens or they lose the endurance effect. It also won't work against legion or slinger if they give you deep wounds

    Hopefully Legion gets reworked then. 😆 Slinger’s is a bit more situational though - one shot that has to be reloaded.

    You can provide info on the killer’s whereabouts and actions to a SWF on comms. And be ready to take a hit when a teammate’s about to go down in chase. That will be invaluable.

  • @BlazePyron2 said:

    bond, open handed, mettle of man, object of obsession

    You are now a radar.

    Alternatively, Empathy for tracking injured teammates (namely, those in chase) and another perk of your choice!

  • @Brokenbones said:

    Here's an important Q though

    If I have MoM active but I'm healed to healthy via a teammate/other perk that doesn't count as a conspicious action, do I still keep it even if I do conspicious actions while healthy?

    Or will you have endurance even when healthy like when you're unhooked with BT + Adrenaline?

    Seems it would still be active, since you didn’t perform a conspicuous action.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108298#Comment_3108298

    STBFL is still an issue as alot of killers can use their power to down you after the first M1

    If you are riding a survivor to take a hit alot of killers can bulldoze through you (Nurse and Bubba for example, bubba can actually down survivors out of endurance), a perk shouldn’t be designed to counter only a few kinds of killers, it should help you get assisted against all the killers, the only thing new MoM in this situation would be punishing is any killer that aren’t anti-loopers, thats not good, and the new mom is also disabled through conspicuous actions and deep wounds prevents it from activating, so now Legion counters it (and legion can also just frenzy you to get around you, legion’s fatigue has a collision now iirc), you are basically just being a pest until the killer swats you and you are now instantly gifting the killer pressure (along with the new changes to killer gameplay that makes you not go as far and allows the killer to recover faster by default, being up in the killers face isn’t a good idea)

    Well, hopefully this is grounds for a long overdue Legion rework then. 😃

  • Agreed, it can also be used with OoO for unlimited killer aura reading in a coordinated SWF.

  • @rydiafan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107342#Comment_3107342

    No, it's worse than useless. They made it easier to activate, sure, but activating it is actively bad. The killer gets to know it's active, so they can safely ignore you knowing that you can't do anything to help your team, then when your aura goes away the killer gets to know that you can be killed now.

    @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107342#Comment_3107342

    Not at all. The only way it can be used now is if you take a second protection hit and the killer switches targets to you, which is the objectively wrong play as you've just gotten a speed burst and the injured person you're protecting didn't. And in this case, you either have to continue chasing after the other survivor and be annoying so they hit you again, or else the killer will see your aura and realise that hey, maybe the obsession that suddenly has their aura shown after taking multiple protection hits has MoM, and now can't do gens. In which case you have to choose between being worthless to your team, or losing the MoM you worked for.

    @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107342#Comment_3107342

    Conspicuous Actions shut it off. So when you get the two hits, you cannot do ANYTHING if you want to use the Endurance, or you will lose it and have to start over.

    Aura outside of set ranges means that, if you ARE holding onto it to make a play, the killer will literally see you coming and can prepare for it. You can't blindside them with the Endurance play.

    Getting value from this version of MoM will be extremely niche and require an unusual set of circumstances to occur or require the player to essentially not help the team while looking for a method to get use out of the Endurance. Basically, we're back to "swarm the killer like bees to get value from a perk".

    It's a nerf.

    @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107342#Comment_3107342

    The whole conspicious actions thing being tacked onto it means you can't bank it for later.

    Here’s my line of thinking: a very altruistic survivor can now constantly bodyblock for other teammates. If a killer is dead set on going for one survivor (i.e. tunneling), a MoM user can stand right in a killer’s path and force the killer to hit them instead. The killer by then may have lost the trail of their intended target (say, maybe a teammate dead on hook) and go for the MoM user.

    It will also function as an anti-camping perk, like reverse BT. As taking hits at a hooked survivor count as protection hits, don’t they?

    Also, made a thread where I point out that it can now function as old OoO in a coordinated SWF.

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107594#Comment_3107594

    Is the survivor screaming back? I thought they'd just get knocked back, like if they missed a skill check

    No, it isn’t. It says the killer still won’t be notified. But if a survivor doesn’t let go of a gen effected by PR and DMS, then the killer will know which gen got hit by PR.

  • @Crowman said:

    The difference is you are dedicating 2 perk slots to it, you have to take 2 protection hits, and then you can't do anything else.

    True; however, the information can make up for not repairing gens (especially in the case of a trapping killer). They can call out the killer’s every step in chase too, then decide when they need to draw aggro and take a hit from a survivor being chased that’s about to go down.

    @Mercês said:

    Which changes?

    MoM is being reworked. You can read more about it, and other upcoming changes, here: https://forum.deadbydaylight.com/en/kb/articles/344

  • @DanDanXXX said:

    PR + DMS can be avoided by letting go of the survivor's hand when they see the aura of being hung, right?

    Yeah, but only after you know the killer has the combo. Another ding to solo queue that doesn’t effect SWF, being brought back.

  • Thana nerf totally makes sense. It was far too punishing for a killer just doing their job - especially in the case of Legion and Plague, where their power does a great deal of the work for them. In fact, it’s still just as likely to be problematic on these two.. but at least they’ll have to work a lot harder for full Thana value.

    Agree on PR working with DMS, don’t know why they’re bringing that synergy back. Just tells the killer which gen to defend constantly. Same reason Tinkerer was nerfed to once per gen, right?

  • @GiveMeTheBox said:

    Wait, everyone's freaking out and MoM is apparently also being nerfed again. The hell did I miss?

    Nerf? Depending on who you ask, I guess. It’s getting endurance tacked onto it, but also being lowered to only two protection hits. Sounds like the perk will be way more seen and useful now.

  • Blatant cheating seems to be on the rise again. Sigh.

  • @Tiufal said:

    What can survivor abuse thats not tied to some addon or perk? Nothing. Killers get carried by those gameflaws.

    This is it right here. Killers can camp and tunnel for free (basekit), meanwhile survivors have to opt to bring perks to counter those play styles. And, outside of OTR, their options suck. Meanwhile, killers have perks to greatly enhance the play styles as well. Real nice design.

  • @KittyCatNyx said:

    I used to run calm spirit when I first started, then I realised that after like 2 shocks from doc you would be screaming every time after it, I figured it was pointless. As for the alerting of crows, any time I played killer, I never noticed when crows went off so when they did it never helped me anyway. I feel like them adding this decrease in time just makes it not usable. If as a survivor I have to make the choice between cleansing noed quiet and slow or faster and normal sound. I'm gonna go faster as to not give the killer a chance to down more people. Calm spirit has never been that good at running and I personally think it needs to be reworked properly to do something else.

    My ideas are:

    - remove calm spirit, nerf iron will levels to say 50% but add the not screaming for 2 shocks from a doc per match from calm spirit and give a chance of not triggering the crows (say 50% chance) and give Jake a complete different perk

    or

    - Make it so Calm Spirit alerts you when the killer (maybe even survivors) triggers the crows, maybe a visual alert idk. (this to could be on a chance percentage where you have say 40% chance of getting the information)

    or

    - Allow you to communicate with the crows a certain amount of times per match to get information like where a hex totem is or where the killer is. The crow could fly off in the direction of the hex or the killer and circle it/them so you know.

    or

    - By befriending a crow, you send it to get you a random item from and already open chest during the match (maybe a shinny items cause crows like shinny things)

    idk these are just some suggestions I came up with, but im not a perk maker. I just think calm spirit needs a proper look at to make them usable. And actually using the crows for survivors help would be pretty cool and might make calm spirit a bit more useful and less of a waste of a perk slot.

    Calm Spirit stops all screaming from all sources, at every perk tier. The entire trial.

  • @Crowman said:

    The problem with reducing the bleed out timer is you'll incentive killers to just slug survivors and not hook them.

    It takes 2 minutes for a survivor to die on hook if they never get rescued and survivors getting rescued means you have to chase them again to rehook them.

    If you reduce the slug timer to 2 minutes, why would you bother with hooking?

    Good point, but also noteworthy is that hooking a survivor has the benefit of disallowing the hooked survivor to move; whereas a slug can crawl.

  • A survivor should have the option to accelerate the bleed out timer when all other survivors are dead, hooked, and/or also in the dying state; but that’s about it. Maybe when there’s only two survivors left too, I suppose.

    Having the four-minute timer benefits survivors in all other situations. It makes slugging a tactical choice by the killer, rather than a quicker way for a survivor to die versus hooking.

    Also, just by leaving a survivor slugged when two survivors are left does not guarantee the killer will find the last survivor, or get to deny the hatch or an exit gate escape. It just gives them a chance to.

  • @ExcelSword said:

    This seems like a bug. Have you been able to confirm this in a live game? Kill your Friends is notorious for being buggier than the regular matches.

    Not a bug, different causes have different ranges. See screenshot below from the wiki, where you can read more about it (https://deadbydaylight.fandom.com/wiki/Loud_Noise_Notifications#Notification_Ranges):

    11BECFCE-E750-47B7-8CEE-51B36FAE7171.png


  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/337524/nurse-doesnt-fit-into-modern-dead-by-daylight

    I had alwayse seen the nurse problem this way.

    Imagine if dbd was a race game, where you travel a long road full of obstacles, traps, and other distractions to get to your goal(which would be a 4k).

    Imagine every killer was a different type of car, some are faster, some are slower.

    But Nurse is not a car, she is a plane.

    It's not easy to use a plane, nor is easy to master the controls but when you do you literally fly over every obstacle and trap the road could possibly have and you will always get to the goal first.

    But how can you balance a plane in a car race, without removing it completely?

    What a terrible and flawed analogy. All these “cars” have different base speeds, some accelerate faster than others, some can run over survivors for an instant down with their basekit, some teleport, some disappear, some are silent electric cars, some need to reload gas at lockers. Yet somehow Nurse is the only one not designated as a car?

    Killers aren’t racing each other either. They all share the same goal of killing survivors, not reaching a physical destination. And some killers require more expertise than others, and logically should be rewarded higher.

    Oh, and Blight as a car is faster than Nurse as a plane - if you’re going to insist on continuing to use this analogy. Seems legit.

  • Sure! It should at least be faster than Leader, considering you’re the one running it for your teammates’ sakes (and Leader boosts other actions).

  • At least the blasted infinite windows at the main building were finally removed, and that was not even a year ago (distinctly remember dealing with it while playing as Nemesis). Yeah, the two Red Forest maps reworks can’t come soon enough. They’re filled with the safest pallets and tiles in the game.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095308#Comment_3095308

    How does that excuse her being overpowered? Billy and huntress take equal if not more skill to master yet can’t break the fundamentals of dbd like nurse does

    Nurse.. overpowered? Not by any means. Did you miss the graph above your comment, showing official data that she has the lowest kill rate for one of the highest picked killers? Sounds more likely to me that she reveals the skill issues for both roles.

    But y’all keep holding W and predropping; if you don’t point and hook suicide or DC first.

    Also, I could argue that those two killers “break” DbD in their own ways. Hillbilly moves base speed, yet gets a speed increasing one-shot power that can also break pallets. On top of that, it gives him extremely high map mobility - greater than Nurse. Huntress can ranged camp (get hits and downs while camping or protect the hook from afar) and also get other ranged hits and downs out in the open. Nurse can’t do those things!

    You ready to nerf them into oblivion too?

  • You’re not, though. But I don’t endorse cheating in any way, of course.

  • @JackOfTrades said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092295#Comment_3092295

    Do you think they should change Deathbound or keep it? If perks aren't EVER used outside of something like an Adept, maybe a change should be done to make it more punishing to leave the area of 8m (just not exposed, please.)

    Yeah, it definitely needs some kind of buff. If they did add exposed, it would kind of make it a reverse Make Your Choice. I actually think that’s interesting! But if you don’t like that, it could at least effect both survivors instead of the one who healed only.

    Or @Brokenbones ‘ idea above! Just do something with this perk!

  • @Brokenbones said:

    Don't know my MMR, but

    I have not seen this perk in actual months

    I physically cannot remember the last time I saw it, although I think Hawkins might've still been in the game at that point

    That would be like eight months ago.. and probably more recently than I’ve seen it. 🤣

  • The real question is: is Deathbound used in any match outside of Adept Executioner?

    (No.)

  • Might wanna know what you’re talking about before making a post like this. You’re wrong on both fronts.

    Both sides get more points when the gates are opened (altruism for survivors sacrifice for killers). And OTR is disabled when the gates are powered - not opened.

  • @Nazzzak said:

    Might have meant "I don't care" but autocorrect or something interfered

    There is no autocorrect in end game chat.

  • Not at all. It should disable all killer powers for 10 seconds upon activation; or five seconds following the stun (same result).

    Edit: provided we get our five-second stun back.. which is a no brainer we should.

  • You mean the boon that requires at least 14 seconds to setup, and only affects a 24-meter radius.. and can also be snuffed (permanently in the case of Shattered Hope)? Sounds like it has plenty of downsides to me.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091132#Comment_3091132

    Personally, I think the tracking removal perks shouldn’t stack. For example, if someone has a perk that is actively removing crow alerting, then they shouldn’t be able to also gain sound removal from OTR at the same time. The problem with the “there are more than one tracking methods” argument is that survivors like to make stealth builds that combine multiple tracking removal perks.

    The current downside is a bit strange, but it’s probably the most fair downside we can get. I doubt BHVR wants to stop stealth perks from stacking, and a lot of maps don’t have enough crows for a cooldown to be a fair downside.

    It isn't just the crows, though. What about the killer perks and powers that cause screaming? All hard stopped by Calm Spirit, with the only downside being if you decide to open chests, or cleanse or bless totems. And as stated earlier, I disagree with the speed reduction. I think a lengthy cooldown is more fair.

  • So it's ok for one survivor perk to negate two killer powers and four perks for an entire trial? I don't agree. And that's coming from a survivor main.

    Edit: typo.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091119#Comment_3091119

    It doesn’t matter if some killers don’t pay attention to crows. I specifically pay attention to crows, and it feels terrible when someone gets to bypass that entire game mechanic for the entire game, with zero downsides.

    How do you feel about a 90-second cooldown after avoiding a scream or alerting a crow? Or how would you fairly nerf it?

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