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GoshJosh

GoshJosh

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  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030885#Comment_3030885

    Bamboozle on her is actually hilarious if you use the addon where a successful blink attack makes you move at normal speed at the price of not being able to blink though.

    Nurse vaulting alone is hilarious! Such a funny animation, that you really never see. 😂

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014499#Comment_3014499

    Or maybe just play the game that you were dealt? Killers have to do it all the time. The game is already stacked heavily against the killer, and thats without god loopers, pallet oversaturation and hindering the killer getting hooks. A single flashlight save or full team bodyblocking can utterly destroy a killers run. Unless the survivors totally mess up and suddenly two land on a hook there is no catching up that missed time.

    Huh? This is a case of killers not playing the game they were dealt; not the other way around.

  • That's why BHVR is pleased to announce that facecamping Bubba is being nerfed.. in five more years.

  • @AnchorTea said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030153#Comment_3030153

    wow two strong pallets really broken ya'll

    With the exception of those two, the map is full of average loops, but they're chained together. Its a heck of a better approach compared to Crotus Prenn.

    You specifically mentioned not "recall[ing] any god pallets". Forgive me for answering according to your comment. Others above are commenting about god windows, and I've seen the map size a couple times myself to see how busted it is. But you do you.

  • @AnchorTea said:

    Is it really that bad? I cannot recall any god pallets on that map. In fact the map is pretty small which is what people have been asking for

    At least two: killer shack, and on the porch of the house. I haven't even had time to explore the whole map yet, but those two are god pallets off the top of my head.

  • @Mr_K said:

    To truely stop camping make it so the Entity blocks unhooking when the killer is more than 32 meters from the hook. That way the killer is incentivise leaving the hook.

    Huh? Do you mean blocks unhooking unless the killer is 32 or more meters away from the hook? And presumably the hook timer is paused or something?

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029443#Comment_3029443

    So why are they completely destroying Pop? Nobody will use it with the proposed changes. If they were going to fairly nerf it they should have changed the effect to be 17.5% so when you add the 2.5% it still removes 20% of a generator's total progress with a single kick.

    BT is literally the only meta perk in the list that got buffed. Everything else got a negative adjustment. BT needs a negative adjustment or it will be even more meta.

    Remember that it will be up to 20% of 90 charges now; on top of a base 2.5% base damage.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028708#Comment_3028708

    Why though? I think it's not bad for survivors to have some better chances with certain perks to escape. A killer has a fair chance of getting a 4K, survivors should have a fair chance of getting a 4-man escape.

    The only change Off the Record needs is also deactivating when getting fully healed, otherwise it could be used for bodyblocking too effectively.

    A survivor shouldn't get a guaranteed escape in the end game just because they have one perk equipped. Seems to me the reason they nerfed Decisive Strike to not activate after the fifth generator is repaired anymore. Don't see why the same logic isn't being applied to Off The Record.

    A killer has no more generators to patrol, it's unreasonable to expect them to go for the other survivors in the end game (presumably all healed up by the time they go for the unhook). The other survivors can still help by tanking hits, using flashlights, toolboxes, other altruistic perks, etc. 80 seconds of endurance in the end game is essentially uncounterable.

    Neither killers nor survivors are entitled to all or nothing games. I feel this would lessen the gap between matches like that.

  • @INoLuv said:

    Camping is already a 50/50 and even bubba got his revving nerfed, stop complaining, behavior did their best, satisfy with it and dont try to ruin even more the fun of killers, let the minority of playerbase have a good time once in their life, survivors have always the braindead crutches and maps, let killers relax a bit

    Lol, revving nerfed. Yes, he can no longer indefinitely hold the rev.. in exchange for being able to go like six times further in his chainsaw dash with it. I'm so happy BHVR balanced Bubba with his buff ('rework').

  • It prevents survivors from being able to use exhaustion perks for essentially the entire match - unless they're effectively able to not run from a killer for five seconds after stopping repairs. Hurts solo players by inflicting permanent blindness while repairing generators, but it doesn't really bother SWF too much. For not requiring any input from the killer, not too bad.

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029289#Comment_3029289

    Wow no fkn way, one clip of someone bamboozling a nurse. Now the dbd community is convinced nurse is not overpowered.

    Yeah no. That’s not enough but I appreciate the effort.

    Amazing. So why are your blah blah video evidence claims from other people good enough, but not mine? Again, can we see your Nurse gameplay footage?

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029259#Comment_3029259

    Pallet stunning a nurse doesn’t do anything because she gets her power back to fast.

    Also there’s maps like shelter woods. Literally an open map with almost nothing to work with. Imagine playing against an op killer like nurse on this map.

    My man. This other dude (@JohnWick1654) posted this video to the forums two days ago, just asking about masks being bugged (turns out he had them all). Go to the 58 second mark. The chad stuns a Nurse mid-blink, dumb techs her, and gets away. He is running no exhaustion perk. The Nurse ended the match with two hooks.

    Maybe he can shed some more details on the match, if he was solo or SWF, etc. If you still need it?

    https://forum.deadbydaylight.com/en/discussion/330893/is-the-event-bugged-im-not-getting-masks#latest

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028588#Comment_3028588

    Yeah but I don’t blame them because nurse is the only killer ignoring everything survivors have to work with. Pallets, windows, holding W… doesn’t matter what you do, nurse will catch you anyway.

    @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029244#Comment_3029244

    Nurse is overpowered. We all know that, people on here say it, streamers say it, tournament players say it, etc. there’s no more proof needed. Nurse needs to get nerfed.

    Every killer is designed to be able to end chase eventually. Yes, shockingly that includes Nurse. Nurse can still be pallet stunned, you can still make distance on her (even more if you make her miscalculate a blink and use almost any exhaustion perk), you can mind game windows. Just take some time to try and learn.

    Plenty of people are on the other side of the equation saying no Nurse nerfs are needed, too. As others have asked, are we able to see some of your Nurse gameplay?

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028492#Comment_3028492

    The prove is all the people on this forum saying they’re giving up against nurses because she’s unbearable.

    You're talking about the same people who will make threads here when they're downed in the first 30 seconds of the match.. against any killer. 🤷‍♂️

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029162#Comment_3029162

    Compare that with Pop Goes Weasel, they thought 60 seconds of "kick time" was too much but oh give a surv invincibility for almost 2 minutes

    80 seconds isn’t even a minute and a half, and the survivor can’t progress the game and keep the endurance status.

  • It not applying endurance in the end game would be fair. Someone else suggested it also deactivating upon being fully healed by another. I think that’s also fine. Otherwise, it’s good.

  • All that was needed was fixing there being no breathing sounds while injured. But instead we now send another perk to the perk graveyard. Goodbye, Iron Will.

    Hope killers don’t get too mad with the healing and gen rush speeds!

  • Well, killers can use map offerings to their advantage too. I think the healthiest decision would be to remove all map and hatch offerings for both sides. Let RNG do its thing.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029086#Comment_3029086

    Yes. But then why does the game reward survivors with more bloodpoints when working together?

    I get the idea by itself when there aren't many gens left, but then why should survivors get punished forr soloing gens and helping the team escape?

    Ironically, you gain "coop" bonus bloodpoints when there is no other reason to work together other than personal bloodpoints gains, which is selfish.

    You’re not “punished” for solo’ing gens.. but you’re definitely not rewarded as much as you should be. Hence what I said above. Sadly, the person who often does the most work for the team in DbD (except perhaps unhooks) ends up with the least amount of points. You see it time and again.

  • Great point I hadn’t thought of, though Botany was always more consistent before its upcoming buff too. It definitely needs some change to set it above Botany in the right situation.

    Right now it’s basically just an optional extra minimal healing speed boost on top of Botany. Although it may have a better place in the basekit BT era too, since BT will no longer be mandatory for safe unhooks.

  • @[Deleted User] said:

    Yes it's happening with the mid chapter patch. The PTB is this week, so it'll release to live in a few weeks.

    BHVR said this? Last I heard from Mandy, we didn’t have a date, but would be told at least a little in advance before it hit live.

  • @Emeal said:

    There will never be a change that prevents the Killer from defending a hook, its literally part of the game.

    Never say never. Though it was years ago, there was a time hook stages were shorter, and survivors could literally not unhook their teammates due to facecamping. Just too bad devs don’t play their own game, or these issues wouldn’t have been able to go on this long.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028991#Comment_3028991

    The things you learn after 1411 hours.

    That's incredibly bad design though, the game rewards with more bloodpoints actions that make it more difficult to win. It doesn't even make sense from a game design perspective to punish players from doing the same thing, but together.

    The Opposite would actually make more sense, repairing gens should be FASTER when working together, not slower. (Not necessarily faster than current numbers, but faster relatively to working solo)

    You're already at an advantage when repairing separately, basically the game tells you that if you want to win, you should be solo on a gen, but you will lose a lot of BloodPoints in the process. (since you need to solo 5 gens entirely to get 8k objectives BPs)

    Imagine how much faster games would go if there were no co-op repair penalties. Prove Thyself gives you an idea, but actually after the calculations still doesn’t completely offset the co-op repair penalties (hence the progress bar remaining red and not gray or yellow). It’s a little strange that only repair times have co-op speed penalties. Co-op healing is a standard 200% speed.

    They really should buff solo generator repairs to 2,000 total BP each, not including the skill checks. It’s pitiful how much you get right now.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029027#Comment_3029027

    One-hit-kill killers, like Bubba, can still only guarantee a hook-trade with the new basekit BT. And if they try to wait it out, you run in opposite directions instead of trying to bodyblock.

    Dude what. I want to go against the Bubbas you face. ROFL.

    In what version of DbD is camping Bubba allowing an unhook, and/or an unhooked survivor to escape with endurance? His chainsaw eats through all of it.

  • @Seraphor said:

    There is and cannot be anything to prevent camping, if a player chooses to stand somewhere, you can't stop them standing there.

    What can be done is give survivors a better chance of securing a safe hook rescue in the event of camping. That's the rationale behind the buffs to BT, basekit BT, and OtR.

    This means that a hook rescue can at worst be a hook trade, which if the killer is ignoring all other objectives to secure a hook, isn't an unreasonable scenario.

    The only problem is hook grabs. If they removed those, which they can afford to do now that killer's hit cooldowns are reduced making two smacks for a hook trade viable, then they would finally make camping 'fair'.

    @Omans said:

    They can easily remove grabs on healthy survivors to lessen the reward camping gives. If the killer wants to trade, he still gets that trade. But he can't stand at the hook doing nothing skillful and get rewarded for that.

    Deactivate this in egc so killer can defend hooks easier.

    It's such a simple solution that would help solo queue survivors the most, and I doubt they will do it.

    The problem is, there are killers on the roster that can deny unhooks to begin with. It’s not just hook grabs. Lethal killer powers have to go around hooks too.

    @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028920#Comment_3028920

    I mean they are already doing 32 second self heals, difference is miniscule.

    A 32-second self-heal is the same efficiency (actually a bit better, considering gen times are slower with more survivors on an individual gen) as a survivor healing another at base speed. The Self-Care days of DbD are over after this patch, though. As they want to kill perks just because.

  • @Fuzzycube said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028708#Comment_3028708

    I agree and maybe disable it once they are healed since from what I understand if they get healed by another survivor that's not a conspicuous action and they'll still have the effect.

    That would be fair as well!

  • No. All it does is offset the 15% repair speed penalty for each additional survivor repairing a generator. Killers are also getting 10 second longer repair times per gen, a number of gen defense perks buffed, and 2.5% base damage when kicking a generator.

  • Come on, this part of the DS nerf was fair. The stun reduction wasn’t; nor is it ok that they didn’t buff it in other areas to compensate.

  • Just remember that a conspicuous action will disable OTR. You really think they’re going to stand around all day to tank a hit with it, while being unable to repair gens or do anything else to progress the game? It’s way more appealing to be healed up and continue doing gens. It will punish tunneling while not allowing the survivor to complete any objectives, which is a good thing.

    The only adjustment I think it needs is disablement in the end game. At least the endurance aspect.

  • @Malkraz said:

    Still getting this issue as of June 2022

    Wow, really?! It eventually stopped for me, despite never receiving an answer from BHVR. Incredible, this is still marked as “pending“ over a year later with 21 upvotes.

  • It is massive and full of safe pallets. A killer without a mobility power and/or anti-loop may as well go stand in a corner.

  • @yobuddd said:

    I’ve seen discussions suggesting that Dredge caused this. Midwich used to have plenty of hooks, often 2 in the same hallway. However, additional lockers were added to maps for Dredge. This may be interfering with Midwich’s hook spawns.

    This has been an issue since before Dredge was released, along with the increased amount of lockers that came with him. Midwich and hooks are very problematic for both sides.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028666#Comment_3028666

    They know Nurse in her current state is unhealthy for the game and would advocate for both Nurse, SWF and Blight's top addons to be toned down. Obviously.

    Hmm, weird. I can only agree with one of those things.

  • @Omans said:

    It is too bad there isn't a downvote button or all the same 5 or so nurse mains in here upvoting each other's posts would be flooded by Vote Downs instead of that 5 or so Vote Ups.

    What about the non-Nurse mains, who care about game balance and having killers to verse in a two-sided multiplayer game?

  • I don’t really think any change is necessary. It shows a crow icon in the explosion bubble, and the perk goes on cooldown as well. So you know from these whether it was Spies or not.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028528#Comment_3028528

    Not the literal nurse mains with nurse profile pics saying there's no problems

    It's too funny but also sad

    Have you ever heard of what happens when you assume? I’m a survivor main, I rarely play Nurse outside of dailies or to complete Rift challenges. I’m just sick of hearing all the whiny babies against Nurse on these forums, so changed my avatar from Sprint Burst to Nurse.

    Ash: “What now?”

  • It’s being buffed. I cannot understand why. It is simply baffling. I suspect a great loss of survivor players with this upcoming patch, if no urgent modifications are made.

  • @Pepsidot said:

    I go against Nurses very often. 9 times today.

    Lucky.

  • It’s always worked that way. There was a period it was bugged and it didn’t. BHVR simply updated the perk description to clarify to everyone. And it’s totally fair it doesn’t work when carrying a survivor.

  • @TheArbiter said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028521#Comment_3028521

    I agree that Nurse isn't responsible for the balancing of perks in this game, but you can't look at me with a straight face and say Nurse doesn't need SOME balancing.

    I could. Minus minor nerfs to the range add-ons, and reworking her two add-ons that nerf her.

  • It’s a total fabrication, with no supporting evidence from BHVR or otherwise. That’s why BHVR has never changed the perks people complain about on Nurse, how her blink attacks count as basic attacks, etc.

    If anything, Nurse is getting stronger with the upcoming changes. I mean, all killers are, but specifically the shorter DS stun and less distance gained from injury are going to make her even more challenging to verse. The Iron Will nerf too.

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028410#Comment_3028410

    I'm predicting alot more of the last two survivors hiding instead of hitting gens - probably the most frustrating survivors this game can offer

    New Sole Survivor will ensure an uptick in these scenarios.

  • “Haddonfield is also a joke”? Surely we’re not playing the same Haddonfield that I specifically burned to get my Adept Dredge on? The one where most of the gens have a locker within attacking distance of a generator?

  • Not nearly as much as I would like to.

  • @akaTheBARON said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028404#Comment_3028404

    ah, my mistake on that, I was thinking of DS but thought it was both for some reason. Still don't think it needed a nerf. I think is needed that buff even with a "borrowed time lite" is becoming basekit. I'm even fine with what they did to Off The Record, except the time duration is WAY too long. But all in all, they did nothing for camping, and what they did for tunneling should only matter to tunnelers. if you want to tunnel (in general, not calling anyone specific a tunneler) should have to work for it.

    Also I worry the basekit borrowed time is going to have the negative effect of teammates just unkooking willy nilly bc "hey, we all have borrowed time right?" But 5 seconds really isn't THAT much, but I feel like teammates are going to just unhook in front of the killer anyways, even if they weren't going to tunnel, and really didn't get a chance to actually leave the hook. I can't stand getting unhooked like 5 seconds after getting hooked when I can still see the killer but see they gave me borrowed time. It really doesn't make you invincible, and you can still be easily tunneled, but some survivors think BT is a "free unhook" but its only an extra line of defense IF the killer is ACTUALLY going to tunnel. But if a survivor gets unhooked in front of a killer, what are they supposed to do, ignore it LOL? I don't when I play killer. So the new basekit BT is going to be Farm City, USA in a lot of solo queues LOL

    That’s why I think that it’s out of the question that survivors won’t run OTR. All of its current effects plus endurance for up to 80 seconds (if you don’t do anything) will ensure protection from killers and careless teammates alike.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027991#Comment_3027991

    This is not true and I will tell you why. I run STBFL on Nemy and I usually end games with 8 stacks. I will effectively have 10 stacks.

    If I whip or punch you for damage as soon as your feet land you will get hit again in under 10 seconds. It is my intention to always attack the person unhooking before they touch a survivor. If I am "late" then I only get to hit the unhooker once. Then I chase the unhooked.

    If you have BT giving you a 7% speed burst for 15 seconds you can run far enough to guarantee you get to a tile of some kind.

    So you want to hard tunnel a survivor off hook, and are mad you can’t? Sounds like a you problem.

  • @dugman said:

    They want fewer people feeling they NEED to run Borrowed Time and they did that by including some of it in the base game for everybody. Now if a survivor doesn’t feel like using that perk they can run something else and not think they’re screwing their team.

    They literally are just replacing BT with OTR, though. It isn’t even questionable. OTR will be a must in every survivor’s load out.

    @akaTheBARON said:

    Not every perk listed in the changes was meant to be a nerf, and BT is a must for tunneling, even with it becoming basekit. Its only 5 seconds, thats really not that much. So BT still serves its purpose. If you don't want to run it, great, everyone still gets a little something, but if you want actual BT, the basekit change doesn't make it not worth running. All in all, the only people who have a problem with BT are tunnelers... couldn't care less about them anyway XD

    Plus, it not being able to be used in endgame is still a decent nerf to the perk.

    BT wasn’t nerfed at all. It’s still going to be usable in the end game. Only DS was nerfed to not.

  • @Avocium said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027819#Comment_3027819

    https://forum.deadbydaylight.com/en/discussion/comment/3027786#Comment_3027786

    on most maps you can easily loop most killers around killer shack for 1+ minute drop pallet, move to next loop, juke killer once move to next loop etc. etc etc.

    in the right set up you can loop killer for long enough for the rest of your team to unlock every generator.

    Should the killer keep chasing? Of course not. Thats my point. A good killer knows when hes at a disadvantage and will immediately change who hes chasing. To do this right now is extremely easy and you're either lying or just bad if you claim you can't do this against most killers. It doesn't mean that the killer automatically loses, it just means that if you don't give up chase then you're probably gonna lose - that is bad game design imo.

    No, it is perfect game design. It means killers can’t just mindlessly go after one person until they down them and still win the game (at least sometimes). It’s what sets apart good killers from bad ones.

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