GoshJosh
GoshJosh
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2910790#Comment_2910790
It's not really aggressive. Calling a bad perk good though is giving it less of a chance of receiving the buffs it needs.
It isn’t a bad perk, and I literally said they could give it a briefer cool down in the same breath.
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@Jay_Whyask said:
I don't understand how there are still people that haven't learned RPD. I swear dude, the devs put a roof on a map and the average player's response is to throw themselves to the floor and cry.
Not only is the RPD a good map, it's noticeably better than a lot of maps in the game. Honestly, would you rather play Shelter woods, Rotten fields, Cowshed, Torment creek, both swamps, or Ormond?
RPD isn't even something new players have to deal with. The strategy you bring to RPD is the same as Azarov's resting place.
Comparing it to ARP is exactly what is wrong with it. Terrible map design, has no place in DbD.
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@MaTtRoSiTy said:
https://forum.deadbydaylight.com/en/discussion/comment/2910629#Comment_2910629
No there isn't anything wrong with using slugging to gain pressure, I was a Nurse main (I don't play at present) so I definitely understand the value of slugging. But when it is the main strategy it makes for very unfun matches on the survivor side
https://forum.deadbydaylight.com/en/discussion/comment/2910668#Comment_2910668
As above, nothing wrong with using these strategies but when it is pretty much the only real strategy the killer has by design...
Show me a survivor who says they actually enjoy versing Twins and I will show you a noob or a liar
Challenge accepted. Survivor main here, enjoy playing as and against the Twins. 🙂
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@Johnny_XMan said:
They are never going to flat out remove a map.
Hawkins would like a word with you.. 😔
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@CrowVortex said:
https://forum.deadbydaylight.com/en/discussion/comment/2910632#Comment_2910632
Does call of brine not affect gen's kicked with oppression?
No, it doesn’t stack any effects on the remotely damaged gens. Only the one you actually kick.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2910624#Comment_2910624
"Hitting up to four gens at once is really powerful!"
It in fact is not. Base regression speed is near worthless. Even at 45 sec cd no one would run the perk.
You’re welcome to your opinion. 😊
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2910557#Comment_2910557
It's really not.
That insane Cooldown for no reason kills it.
Btw I don't rememeber last time I saw a killer with this perk. One of the worst gen oriented perks in the game.
It still outclasses Eruption and Overcharge, in my opinion. Can give a lot of info or slowdown for just one kick. The cool down could maybe be lowered to 60, or 45 at the absolute lowest. Hitting up to four gens at once is really powerful!
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They still are, but could use massive QoL changes for both sides (killer and survivor).
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@kombativo said:
DBD its not pay 2 win you can literraly unlock DLC killers/survivors for playing the game you can get shards and dont spend them in anything and get 9.000 shards and thats a free killer surv unlocked yes you can buy them to unlock them sooner and faster but you can be patient and get shards by only playing you can buy an entire dlc whit 18.000 shards (27.000 if where talking about re) just be patient
You can’t buy licensed DLC with shards though.
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@brokedownpalace said:
Sounds like a complete waste of a perk in that case.
It would also need to be renamed too! Boon: Circle of Partial Healing.
Not to mention it would be butchered (pun intended) by the upcoming haemorrhage buff.
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Hatch spawns should be completely reverted, and remove hatch offerings from survivor blood webs. That’s really what the issue is, taking away the RNG of hatch spawn - which is how it was for years and should have been. Then someone at BHVR thought it was a great idea to make an offering to always know where the hatch is, while keys still functioned as they did and were heavily complained about. I’ll never understand that one.
The hatch offerings should remain available to killer only (if at all), and if keys still only allow one person to escape with an animation, I really don’t see the problem.
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Absolutely not. Especially as long as Ruin and Tinkerer are in their current forms (regress up to 119 seconds of repair). Besides not making sense and gen speeds being fine, repairing generators is already one of the more boring functions as survivor. So you’re prolonging it by up to 40 seconds for each gen at the beginning of the game, and that adds several seconds a killer gets free pressure for no input at all. Typically multiple gens are being repaired at the same time; so suddenly the first one pops, then one that was being worked on for 119 seconds would have only taken 100 seconds? Meaning a survivor wasted about 20 seconds. And so on.
Map design and survivor spawns could be looked at, but not gen speeds.
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It’s something!
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2909838#Comment_2909838
It still has potential imo, at least in swf. I'm all for buffing it as well.
We could try giving the perk notification to the survivor who procks the Camaraderie, so at least they would know.
The crazier buff I had in mind though is making it work for both hook states, not just the second one. If it comes down to it, that could be the solution perk for camping, just as DS and BT are the solution perks for tunneling. It wouldn't stop camping, but it would severely punish it if survivors used the perk. And since they'd actually have to equip the perk to use it, the killer knows they can only have 3 chase/other meta perks max, which gives them an incentive to go for chases, coupled with Camaraderie not allowing them to effectively camp anyway.
It certainly wouldn’t hurt its better potential for use if it worked on both hook states and told other survivors it is in play. My idea is that it would be on a pausable timer like Lucky Break (60 seconds sounds good too!). And it could have an unlit blue teammate icon when hooked (like Prove Thyself) so teammates know someone has to go proc it.
Anyhow, sorry but we have gone off the topic of the post here. 😅
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2909738#Comment_2909738
People also aren't experienced enough to know that Camaraderie is in effect. If you see the survivor's struggle bar stop, you know it's in effect. But hardly anyone uses it for some reason, so they're never looking for it.
“For some reason”.. hmm, I wonder why. (No, I don’t.)
- Only works during the struggle phase
- Doesn’t tell other survivors its in play at any point
- Still requires another survivor to come near the hook, basically offsetting the extra struggle duration gained (at least without coordination on comms.. ironic, given the perk icon and background, haha)
- And at the end of the day, really doesn’t guarantee you’ll still be rescued or make a lasting impact on the trial (depending on the killer and your teammates)
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@Bardon said:
Given that it took them 3 years to fix her basic bugs, I wouldn't hold my breath....
But she would. (Get it? 🤣)
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2909341#Comment_2909341
If camping is that bad, why isn't everyone running Kindred and Camaraderie?
Kindred is pretty popular in solo queue, but Camaraderie is very bad. The issue is that survivors can’t run many perks outside the meta if they want to guarantee having a somewhat decent match.
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Don’t even 99 it, unless it’s convenient. Otherwise you’re denying yourself and your team that sweet extra speed movement efficiency. Still the best exhaustion perk in the game, in my opinion.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2909448#Comment_2909448
All of which can be found in the shrine eventually and none of which are required to win.
I was addressing the ‘only good perks are on original killers’ piece.
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The game isn't pay to win, the only perks that are any good are on original killers that you can unlock with shards.
BBQ & Chili, STBFL, Deadlock, Plaything, Lethal Pursuer are definitely good perks. Others might be more niche but still ok.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2909332#Comment_2909332
Yeah.
That was actually my initial thought.
the idea above would model it after a couple of other perks.
Makes sense, but there’s at least a bit of input needed with a stun for Parental Guidance. It is limited to using a pallet, Head On, or Decisive Strike. But getting injured is kind of a regular enough occurrence that it would be rather busted to have scratch marks and blood removed every single time for no cost or limit.
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I think with such a powerful effect it should remain time limited. But, the timer could be paused while healing or being healed.
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@Puddles said:
Bro, if I get nurse I just suicide on the first hook.
Git gud.
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@HPhoenix said:
my dream DS buff/nerf.
-Perk reactivates as long as the killer continue to chase the same survivor.
For example: If Billy goes after the unhooked person and get hit with DS for the first time, the perk reactivates for 60 seconds. If the billy continues to chase that same person, he get hit with DS again, which will reset to 60 seconds and so on.
Drawbacks:
= Doing gens, healing others, tottem and booning will deactivate the perk for the rest of the trial after stunning the killer with DS once.
=If the killer stop chasing you after stunning the killer with DS once, the perk deactivates for the rest of the trial.
=ends up being slugged after DS get used once to fully counter it.
-No longer work on lockers:
With the buff I mentioned, having someone jump in the locker would make the perk OP.
Hope all of that make sense and you're welcome to criticize the change and all that jazz.
Otherwise, as for tunneling goes, I honestly don't care lol. I seen survivor loop the killer for five gens and I done it my self at least once, so it's whatever because I know in the next game, I won't go against a tunneling killer. I might end up going against a basement camping bubba or a proxy camping killer and...well.. anything after getting a tunneled killer really.
You wouldn’t get more than one use of it still on anyone with half a brain. They will just set their Siri timer for a minute, like a lot of them already do now, to avoid eating the stun.
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@SpaghettiYOLO said:
https://forum.deadbydaylight.com/en/discussion/comment/2908642#Comment_2908642
Survivor addons? No. Just the item. And it's 4v1. The fact you believe that the 1 shouldn't be able to try and prep for what the 4 are bringing in is just ridiculous. Stop playing only half the game and actually rise in ranks on killer. You won't be saying stuff like that.
To me the pre-game lobby is outdated and bad for several reasons, and really just needs to be wiped at this point. It’s so unimportant that the DbD mobile team implemented an entirely new one where neither side can switch anything after queuing. You know, ready meaning ready when you begin searching for a match.
Not, ‘I don’t like this or that survivor or item, peace.’ Especially since this screws over the current MMR matchmaking (more than it already is).
You don’t like flashlights or other items, you have plenty of ways to deal with them. Equip your uncounterable perk beforehand if it really bothers you that much.
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@fulltonon said:
No real basic attack perks are actually strong anyway, not needed.
Surge is decent on Nurse, STBFL is great on a lot of other killers (you didn’t specify Nurse though), Sloppy Butcher is getting a decent buff. Knockout has its place on certain killers and builds.
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@humanbeing1704 said:
I don't play for kills especially since mmr was added just makes the game unsatisfying and rage inducing
So you switched roles from killer to hooker?
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Yeah, always being seen as online is an irritating feature. In DbD mobile too, especially since you can’t chat there (maybe you’re just spending BP or playing killer, etc.).
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Tunnelers gonna tunnel. But I will say, squeaky locker doors can very much be a signal of trying to annoy the killer (which is fair as they are your opponent). Could be a red flag for Head On, flashlights, etc.
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No, it’s not bannable to attempt hook escape. Otherwise it wouldn’t be a literal game function, and have perks and offerings that modify its chances.
Sorry for your poor matches, hoping you can get more fair ones going forward (if you decide to keep playing, wouldn’t blame you for quitting with the state of the game though).
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@GreenDemo said:
It's just a skill issue, from both sides (not being able to create pressure and having to tunnel / not outrunning the killer for long).
What's to adress ?
Yes, I am a relly skilled killer for hitting a survivor agin after I waited two meeters away until they were unhooked. Those funny survivors thought they could play a fair match without borroedd time or decieve striek. And when they have those I like to wait 12 second to hit them and then a minit to pick up
I also just passded the third grade and think I am a pritty good DbD player!
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2908330#Comment_2908330
So your telling me that he shouldn't back out if he knows it's a bully squad? Also don't try to simplify it, you will just be making your post less liable.
I’m glad the two of yas are fortune tellers. Not sure why you’re playing DbD when you could be making bank telling us who people are just based on switching survivors!
Not to mention, one survivor is mentioned but multiple flashlights. So it’s rather unclear if it was one or multiple people.
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Ok.
Or, they actually want to be able to use an item they bought in the blood web or found in a trial? Weird concept, I know. I bet you’d love if one of your killer add-ons just didn’t work in a match (and instead revealed your aura), simply because a survivor equipped a perk.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2908214#Comment_2908214
I don't think it should be bannable, but did they actually say that they don't plan to address it?
To my knowledge, they’ve been silent on the topic other than that it’s not bannable. Guess they’ll address it as quickly as facecamping Bubba and tunneling. Soon™. 😕
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Yeah, as already stated above it would do the opposite of discouraging camping. There’s good reason it includes hooked survivors. Lit up or not, it would be used to simply proxy the area to determine when a survivor is attempting to rescue. So it’s a no from me on this change.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2903936#Comment_2903936
Stop it. You're making a fool of yourself looking at killrates. Guess you think Pig is in need of nerfing, huh?
Yes, she is!
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@danielmaster87 said:
Just gonna put it out there: We could just revert the nerf.
If you mean Freddy 2.0, DCs will be through the roof. And rightfully so. Freddy 1.0 with some modifications is the way to go.
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The devs have said it’s not bannable and don’t plan to address it. It’s a very stupid thing that should not be possible.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2907929#Comment_2907929
My point was. That's how people think all of DBD should be played. Hold W and pre drop like a bot and you're safe as can be. Nurse breaks that cycle.
How the nurse is playing dictates how you play. You SHOULD hold W sometimes. Sometimes you should not. Theres several ways you need to play when facing nurse
Break LOS as much as possible and force them to make reads. Then hold W and make distance when they make the wrong read basically.
Watch her hand if she's a distance away. Double back towards her and watch her go sailing by you if it's a full blink and you know how far she's going. Read her body language. Is she about to prediction blink and go in to a tile ? Double back around the corner and make distance. Is she a blink to the corner nurse ? Keep going.
Nurse is an exercise in reading the killer. And if they make a nice read. Give a respectful nod that they did and move along.
Might as well save this somewhere you can easily copy paste it, with all these ‘nerf/rework Nurse’ threads popping up every day.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2830190#Comment_2830190
Nah, it punishes bad survivors.
I keep telling myself, ‘Don’t feed the troll, don’t feed the troll...’
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@indieeden7 said:
Add-on rework
Make her blink attacks special attacks
Stunning the Nurse in any way should remove her blink charges, and they should only start recharging after the stun has completely finished.
I’ve been seeing this request a lot recently, and just yesterday remembered that Deathslinger’s gun isn’t considered a special attack. Spirit coming out of phase isn’t either. So what is this unjust call for Nurse’s blink attacks to not be compatible with a host of perks? Also, you realize it’s next to impossible for her to get a basic attack if you do this, right? She can’t just walk up and hit a survivor like any other killer can. So we can stop this ‘special attack’ nonsense already.
Are we also going to remove Blight’s rush tokens if stunned, or pause their recharge? Not let Spirit phase?
Edit: Hag’s phantasm attacks are also basic attacks.
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Basekit Nurse is perfect, no nerfs or reworks needed there. Perhaps the range add-ons could add a bit more fatigue or blink recharge, but that’s really about it. Also, rework her two meme add-ons into something useful.
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@Phasmamain said:
It’s just a very brainless map to play on and very beneficial to certain powers. Playing against a hag or nurse on midwich is one of the worst experiences you can have in dbd imo
Don’t forget Trapper, heck even Twins.
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Yes, you will. Are you patrolling generators? If not, you can always sit idle and let them repair them then open the exit gate. Terrible solution I know, but BHVR seemingly doesn’t care about this issue enough.
Alternatively, count your losses and DC.
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Breakable walls, two floors, terrible hook spawns, fixed exit gates that are lose-lose for last survivor, a chest that you have to solve a puzzle to access, holding W, campable hooks.. you’re right, I really don’t see the issue with Midwich!
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So is the insinuation that the killer is camping at the hook to make sure all the other survivors get the clear invite that’s where the party is at? Makes sense… because most of the time, they’ll come.
To say there’s zero skill involvement in DbD is simply wrong.
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@RaSavage42 said:
I would agree with this OP....
Hangman's Trick should slow down Sabo speeds (maybe from 2.5 seconds to 5-10 seconds)
Sabo'd hooks respawn faster but not all that fast
And having Aura reading up to 4M (or maybe 6M)
https://forum.deadbydaylight.com/en/discussion/comment/2906045#Comment_2906045
So COH negating Hit and Run gets looked over?
It doesn’t negate it; it simply helps counter it. Big difference. Negate = completely neuter, counter = work against. Same reason why Stridor had to be nerfed in relation to Iron Will. And let’s not go off topic of the thread - fair to say CoH is the one new meta survivor perk that’s already scheduled for another nerf.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2906045#Comment_2906045
Negating an item with a perk is nothing new. Lightborn makes you immune to all blinds but not many people would call it a powerful one (and a lot of people consider it a pretty weak perk). If anything discouraging sabo plays actually helps the survivors because it coerces them to actually do gens instead of spending a bunch of time trying to set up hook sabo saves which don’t usually work in the first place and even when they do you could have spent all that time finishing a gen instead.
I understand, and already take issue with Lightborn for the same reason. It’s old Stridor vs. Iron Will. Doesn’t matter how strong it is or not; it’s bad design to have something completely unusable by one side because ‘Hee hee, I used a perk slot.’ Same reason the devs shouldn’t make Distortion able to have infinite tokens, for unlimited aura blocking.
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That’s a ridiculous idea. You would entirely negate a whole play style and perk with just one of your own. You could make it respawn sabo’d hooks a bit faster, and/or slightly slow down the speed. But not by much, due to how sabo works now.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/comment/2904409#Comment_2904409
this is also true, but the perk was probably thinked that in order to work you must chase every survivor (incentivize non tunneling gameplay), so if devs will eventually rework this perk, the requirements for using the perk will probably be the same... the problem about this perk is that isn't worth it to use... if you were rewarded with a BIG slowdown (or BIG buffs for the killer itself) for doing this kind of gameplay, i bet that most killers will stop tunneling... the idea behind this perk isn't bad at all, but it was applied badly, as usual...
This is why BBQ & Chili and No Way Out are good design: while encouraging going for different survivors, they don’t require it; it simply boosts their reward/effectiveness. But to have a perk that activates if and only if all four survivors are hooked, it’s basically dead on arrival. Especially when you can’t choose when to use its ability, at the very least.
Someone a few weeks back proposed this as a rework for NOED’s activation requirement; and as much as I hate that perk in its current form, argued how ridiculous that change would be.
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Edit: Disregard.


