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GoshJosh

GoshJosh

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  • Sloppy is fine as it is. Provides two negative status effects to a survivor for one basic attack hit. Simple perk with simple results.

  • I'm afraid of what even one hook would do down there. It's already one of the strongest basements in the game. A regular hook would still be very campable, depending on where they place it down there. Also, I just thought of something. Does the height of the downstairs even accommodate enough space for a hook placement?

    Maybe a guaranteed hook spawn right next to each of the breakable walls?

  • @CrimsonMothKing said:

    I have been playing him since release. I don't think he needs a buff, his playstyle atm is relatively ok, once you get used to the gameplay loop. However, these are changes I would like to see purely because.. it's Nemesis. He is missing some key parts of his character.

    New Ability - Charge;

    Let out a roar and begin sprinting.

    • - Roar can be used to call Zombies to location. Roar lasts 2 seconds before charging.
    • - Cannot attack during sprint.
    • - Breaks Undetectable.
    • - Colliding with Breakable Walls and Pallets won't break them.

    Tier I - No Changes

    Tier II - Increase Tentacle Strike range by +1 metre.

    Tier III - Increase Tentacle Strike Range by +2 metres (Total 8m range). Charge movement speed increased from 150% (6m/s) to 175% (7m/s).

    I don't get the point of the charge attack if it doesn't do damage or even break pallets and walls? Is it infinite duration?

    To me, the two primary changes needed are:

    1. Zombies can be killed by Nemesis remotely. Too many issues with stuck zombies, or them meandering in dead zones.
    2. Infecting a survivor does not provide a speed boost. It's the only instance in the game where the killer gives a speed boost without damaging the survivor, except Clown's Antidote (which also boosts his speed).
  • Don't know why they won't just make you immune to interruption while solving. For some reason opening exit gates is exempt from being paused while attacked by chains. Just do the same for the person solving the box.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853935#Comment_2853935

    @Pulsar has been a primary Killer-player for ever. If he's saying there's an issue there's an issue. In fact, I'm pretty sure everyone on this board knows that Nurse is seriously broken. Saying she isn't is just dishonest.

    Survivors are consistently suiciding when they get nurses. I guess we can leave her as is and let everyone just suicide to her if that's what you want.

    I've been playing since 2016, doesn't mean my opinions on the game are always right and I'm never wrong. People are also allowed to hold varying views on a video game without one side necessarily being right or wrong.

    It's pretty weird people have a grievance against a killer whose primary power is chase, while camping Bubba and Hag exist in the game. Isn't that what people want, exciting chases and interaction with the killer? People seriously commenting on these forums 'I would rather face camping Bubba than Nurse'. Wow, such exhilarating trials!

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853950#Comment_2853950

    To be fair, you cant just go stealth in this game anymore. A lot of maps that been reworked had their stealth aspectes heavily nerfed, like the game, where you can even soo through some of the stairs now, and the upper part is mostly a big open space.

    While you can break los, there is nowhere to go after that, so you are found again in an instant.

    What steath technic do you suggest vs tinkerer? Not working on gens?

    I wholeheartedly agree stealth has been heavily merged in DbD. Heck, they even nerfed Claudette’s outfits! I disagree with the atmospheric and map changes the devs have done. That doesn’t meant stealth has been erased though, and several new stealth perks have been introduced to the game.

    There is nothing stealthy about Nurse. Every movement and attacks she makes comes with visual and audio cues, plus her slower movement base speed and standard terror radius. You should have a general idea well in advance if she is coming your way.

    I don’t want to go off topic but to answer your question. Spine Chill hard counters Tinkerer. And I don’t agree with Tinkerer being balanced in its current form.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853955#Comment_2853955

    But perks will still be stuck in their mediocre state. Nurse holds other killers back in regards to strong perks. Take Starstruck for example, they could buff the 30 second duration up to 60 seconds...if Nurse didn't exist. Her sheer strength prevents the devs from making strong perks because if they do, Nurse would literally be an unbeatable killer. She is holding the game back from being nearly as good as it has the potential to be in regards to killer gameplay.

    Ah yes, 60 seconds of exposed with Starstruck. The entire duration of a hook state with no cool down. That couldn’t go wrong on any killer besides Nurse. /s

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853927#Comment_2853927

    Weren’t you the same member that made a post a while back saying Hag was OP after you lost to her?

    I dunno if I ever said OP (you’re welcome to necro my thread or whatever), but I do hate Hag. However, let’s try to stay on topic yeah?

  • Self-Deprecating Joke. I will never forgive them for putting my challenge requirements completely in the hands of my opponent. (Have a survivor go into the antidote cloud twice in one match.)

  • Yes, the add-on puts one on all four survivors at the start of the trial.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853935#Comment_2853935

    People have ears.

    People have eyes and a good Nurse can at LEAST force a 50/50.

    Dead Hard is good, the rest aren't.

    Lockers, really? A man of your talents?

    Lightburn. Wow. I've never seen a Nurse be lightburned before.

    Ah, of course, a pallet.

    Some people just can't admit Nurse is an issue. If you want the Killer experience to be better, Nurse has to go.

    Survivors have so many stealth perks for avoiding sight, making sound, and now even blood trails and scratch marks. A Nurse can’t chase or down what she can’t find. Even without perks, lockers are available every match (to avoid BBQ or other aura reading perks).

    Mind games aren’t ever meant to be 100% against any killer, or are chases designed to be indefinite. Nurse changes how you evade, which other killers do as well.

    Any exhaustion perk that gets you extra distance against her is excellent. Only Smash Hit would be a bad exhaustion perk against her usually.

    Yeah, lockers. Believe it or not, you can actually juke a Nurse attack by jumping in a locker. And (gasp) even have enough time to jump out while she is in fatigue! And of course, blocking aura reading perks.

    Lightburn is an option, even if difficult to achieve. As are pallets.

    Nurse is here to stay. Hopefully she doesn’t get any more base kit changes.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853924#Comment_2853924

    There's not a way to fix it without totally gutting Nurse.

    She has the ability to ignore virtually every defence a Survivor has. There's not really any way to balance that.

    • Stealth
    • Mind games
    • Exhaustion perks
    • Lockers
    • Flashlights (ligtburn)
    • Heck, even the occasional perfectly timed pallet drop

    That’s six defenses right there, plus I’m sure someone else can chime in some more.

    Edit: flashlights.

  • @dollidahlia said:

    a lot of people are complaining about nurse, and it’s just confusing to me. Can someone clarify what’s the problem with her? And if you do have a problem, let’s hear rework ideas then

    Some players have that one good Nurse out of 300 matches plow over them, and therefore need to make a forum topic every day until she is nerfed (for no good reason).

  • “Fookin’ Dead Hard” - Flappy Cap Man

  • It’s bad because it consumes the medkit, meaning you only want to bring it on a camping medkit. So it ends up being weaker than a rarer medkit, especially with add-ons.

    Add-ons are already consumed whether you use them or not, live or die, so I don’t get why it has to deplete the medkit. Plus it reveals itself to an attentive killer that way.

  • Experienced this myself the other day, but on Father Campbell's chapel. Guess it's effecting both map variants. And if memory serves correctly, it was a tree and not a rock for me. But fat-shamed nonetheless.

  • Nope, but the devs are apparently ok with it. That's the last I heard anyways. Another one of those things contributing to a steadily declining player base that still won't be addressed.

  • Engineer's Fang is gross (thanks for helping me get my adept today though!). Aside from that, as mentioned above it is not a fun experience having to drop an item as a survivor. There's a chance you'll never see it again due to a pillaging teammate, or poor memory or vision of the item on the ground. Then there's the inability to do anything during the chain hunt (except exit gates for some reason), even trying to solve the box. Chains, chains, chains. Try to solve the box, give away your location and let him teleport to you if he wants. Or, stay oblivious and have chains harass you until you do.

    The 'counter play' against him is not really counter play at all.

  • @Himcules said:

    Also needs more variety. I have never had a Clown Daily before.

    I get Clown dailies all the time.. guess they want me to play him? Hitting four survivors while they are intoxicated.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852721#Comment_2852721

    The way I'm seeing it described here, I'd be surprised if this wasn't something that could be overcome with the right mindset. It doesn't seem like AFK Pig which boils down completely to RNG from the very beginning of the game.

    Exactly. For the full potential of Goalie Twins, the killer needs to:

    • Hook every survivor at least once
    • Hit the obsession at least four times, then have them killed prior to all generators being completed
    • Be right next to an exit gate that is blockable

    Way more involvement than 'sit in front of box and see what happens strat'.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852751#Comment_2852751

    When the streamers who popularized this played with goalie twins theyd just swap to victor everytime the survivor would get close. And just cycle back and forth.

    https://forum.deadbydaylight.com/en/discussion/comment/2852746#Comment_2852746

    Yes but they run no way out and remember me to make it so if the survivor wastes any time trying to get past them. (I think they have 27 seconds to get to the other gate and open it before the egc would kill them minusing the time from remember me and no way out). This is also played on lerys where there actually isnt enough room to get between both. (The small doorway to go out to the exit gates)

    Edit:sorry didnt see your other message before i posted mine lol. You get it now though.

    I honestly think Goalie Twins takes so much effort to pull off that any survivors who fall prey to it kinda deserved it, or died fairly. The only thing I really don't like about it is that Remember Me is the only remaining obsession perk that rewards killing the obsession ASAP (as long as you've hit them four times prior, which isn't difficult). If that were changed, the build might suffer a bit more.

    If I see a Twins player, dead obsession earlier on, and minimal effort after that point.. yeah, I can anticipate this build.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852741#Comment_2852741

    https://us.v-cdn.net/6030815/uploads/4LVV0ELD7FO8/screenshot-20220316-160211.jpg

    This is from the DbD Wiki. It could be wrong, I don't usually play Twins, I'm sure I've walked through Charlotte as Victor atleast once

    @Tranquil_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852741#Comment_2852741

    They added this in patch 4.7.0. From the wiki:

    Dormant State Collision Deactivation timer: 30 seconds

    • This refers to how long Charlotte has to be in her Dormant State before she loses collision with Survivors.

    Thank you both! I'm not sure how long Victor must be idle to be crushable, but I suppose the streamers bypassed it by quickly swapping back and forth when the survivors were getting nearby.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852746#Comment_2852746

    Still doesn't make sense. Unless they have NOED. You can walk right by them. The exit gate isn't small enough to block with victor and Charlotte. Not an issue tbh

    The maps demonstrated in the streamers who did it were impassable chokes. RPD and Lery’s.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852731#Comment_2852731

    You could be right, I have no idea. Obviously though the issue is the bodyblocking collision by both is preventing people from going out the exits.

    It’s only to block one exit gate using both Victor and Charlotte at the same choke. The other exit gate is still fair game.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852728#Comment_2852728

    I'm pretty sure Charlotte loses collision after 30 seconds of her being dormant

    Source? I’ve never experienced or heard that before.

  • @TAG said:

    AFK Pig I strongy disapprove of. What's Goalie Twins?

    The Twins player runs a strong end game build, opens one exit gate and blocks the access to it (as Victor has collision while actively being controlled, and Charlotte has collision while dormant). Typically by the time survivors figure out what’s up, they don’t have time to open the other gate.

  • @Tr1nity said:

    Goalie twins is simply the best way to play hockey

    Beat me to it.

  • @DrKetchup said:

    Yes, for some reason it used to stay up much more back in the day, idk if it's because it wasn't that big deal for good players or that today we have a lot of hackers that can see Hex locations.

    Because survivors could still make meaningful progress on repairs with old Ruin. New Ruin must be basically hunted and destroyed ASAP, especially against high mobility killers. Or else you're essentially forfeiting the match.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850933#Comment_2850933

    Decent survivors just hit the skill checks. It's pointless. The cooldown could be far lower and it would simply go from terrible to mediocre.

    You might be surprised how easily an Oppression skill check is missed, even by veteran survivors. Also don't forget that it causes remote regression on up to three generators if no survivor happens to be on it/them.

  • Agreed as well.

  • @TeabaggingGhostface said:

    Trickster loses a token PER KNIFE which is silly

    I think pwyf should only lose tokens when a survivor loses a health state from an attack

    I disagree, only because killers like Cannibal would use it to simply shred through all the pallets in a matter of a couple minutes. I wouldn't mind if the perk worked oppositely of what it does now though, like STBFL and Dying Light. Go for everyone but the obsession. Since tokens are so easy to lose.

  • @[Deleted User] said:

    Pounce is a special attack though

    Then where is the haste for Victor?

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850768#Comment_2850768

    Did you test it? Cuz its says when you damage a generator and of course opression damage 3 gens but not kick 3 gens.

    You are only damaging one generator when you use Oppression. Any other gen-kicking perks used with it will only effect the generator that had the damage animation performed on it.

  • You have to see how ridiculous it would be if it applied all gen kicking perks to up to four generators at once. It’s actually an underrated perk in my opinion. A little bit smaller cool down would be fine. Maybe 60 seconds, but definitely nothing below 45 seconds.

  • As a survivor main, yes.

  • Not much, just anything that reduces the grind right now is only a short-sighted fix that will still need to be addressed later.

    Wait, what?

  • I think it would be busted. I wouldn’t mind adding a lingering effect to it, and maybe making it even more punishing the closer you are to survivors; but just giving a 50% healing debuff outside the TR is ridiculous.

    Think about it, Sloppy only gives 20% for actively engaging one survivor with a basic attack. You’re proposing 50% for all survivors outside of a 32m or smaller radius at all times.

  • You didn’t even mention the most powerful of all: Deathbound! 🤣

    From my perspective though, I do think there is good enough variety and options. Don’t forget that almost every killer (if not all, not sure) has a mangled add-on as well. So you can save a perk slot by using those. The only exception where I think killers need more help is the dying state - particularly, countering Unbreakable and WGLF. I made a forum topic proposing some Deerstalker buffs to address that.

    I wouldn’t mind if Coulrophobia had the lingering effect mentioned above though. You might be surprised how well it actually works with Distressing and/or Monitor & Abuse.

  • @IWFreak said:

    Why do I like this idea?

    An information exhaustion perk.

    I also hope behaviour could give back the collision related stuff that Clairvoyance had...

    Maybe less than what it was? Only lose collision with other survivors? I would love to have the ability of not being bodyblocked or sandbagged by other survivors, or them by me.

    That should just be a base feature, not require a perk.. don't tempt BHVR. They are best known for making 'perk solutions'.

  • @FeryGEN said:

    https://forum.deadbydaylight.com/en/discussion/313105/afk-killers

    AFK are not subject to any of the rules that prevent them from being afk. It's another matter if it's a bot that stands and beats the air - I banned such people. Those who stand with a noed are all the more not prohibited, because they use their own tactics of the game, however, like those who stand afk to the end, in fact this is their style of play.

    A little tip: if you're standing in a lobby and you see that the killer presses the Ready button, then not ready again, then it's afk, you can dodge this lobby

    This hasn't been a thing since like 2017... maybe even 2016...

  • @[Deleted User] said:

    I'd say this would be a very rare occurrence. I doubt enough to warrant people fretting over it.

    Regardless of how many players do it, it shouldn't be an option. Perks like OoO are getting kill switched for a very valid reason. So don't give them the option to at all.

  • @[Deleted User] said:

    Probably because it's the weekend... sadly might have to wait until next week.

    Not just any weekend, but a free to play weekend. Prospective players need a proper introduction to the never ending bugs and issues of Dead by Daylight.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2845893#Comment_2845893

    Alchemist Ring is beyond busted/badly designed. Dead Hard is badly designed. Without Alchemist Ring, Blight is fine.

    No, he really isn’t. He has four (four!!!) lethal rush opportunities, made even more lethal with add-ons. Then they rapidly recharge as the chase continues, even if all are successfully juked by the survivor.

    Dead Hard is a one-time use in chase perk (minus one-hit downs while healthy), yet floods these forums with complaint day after day. Blight needs at least one less rush token and at least a little slower base recharge rate on the tokens. Along with a few add-on nerfs of course.

    Edit: iPad autocorrect...

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2845855#Comment_2845855

    The weapon hitting survivor's sound + the blood splat sound, there was no sound of those.

    Ah, you should file a bug report then!

  • @LeFennecFox said:

    I'd agree with you on the survivor perks being pretty meh, but Floods of Rage is busted on some of the best killers and Call of Brine is a strong perk as well.

    I was going to say Call of Brine is weak, but then I read the loud notification effect. Was that added between PTB and live? I don’t remember seeing that effect before today. It definitely changes my perspective on it.

    It effectively replaces Dragon’s Grip, due to that perk only lasting half as long and its terribly long cool down.

  • Killer complaint: Dead Hard is a second chance crutch perk that artificially extends chases and corrects mistakes.

    Blight with five rush tokens and Alchemist Ring: exists.

    Don't see how you can be ok with one of these things and not the other.

  • I disagree, factoring in the 14-28 second setup time and snuffing option. You could just run Botany Knowledge instead for a constant 33% faster healing speed and medkit efficiency. And Self-Care for the same reason.

    I could see a reasonable cool down being added after a snuff, something like 30-60 seconds.

  • No hit sound, or no groan of pain?

  • “Fully charged” shred attacks. Can’t be just any shred attack. That’s why I ditch it whenever I get it.

  • Accurate take. I literally only burn this offering on survivor when I was left to second stage or die on hook by my solo queue teammates in the match prior. Complete with a key and Left Behind or Clairvoyance.

    Heck, I’ve been left to second stage or death with Kindred on RPD! And that’s without the key stuff.

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