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Examples of accessibility issues:
-Flashlight blindness effects and Doctor's shock giving people seizures.
-Clown's bottles and Dredge's Nightfall giving people migraines.
-The game not implementing features to aid the hearing impaired. This is kind of egregious considering how the mobile game has had features for a while now.
Example of what isn't an accessibility issue:
-"I don't feel like learning Nurse. Do it for me."
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Legion is both incredibly boring to play as and against. It's a killer that's designed around hitting and running, so no one's getting a proper chase.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3120280#Comment_3120280
Is that supposed to be your take on Nightfall or something?
More Pinhead and having to constantly babysit his box; or Nemesis and having zombies make it impossible to work on gens and occasionally ruining chases.
Nightfall is probably the only form of passive pressure they've come up with so far that isn't just hideously annoying and doesn't encourage really degenerate playstyles from killers.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3120074#Comment_3120074
Hiding from the killer.
The devs literally compare this game to hide and seek.
Who cares what the devs compared it to? That #########'s boring, for both killers and survivors.
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I feel like you're trolling.
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Yes. It's been obvious for a while now that they're just taking concepts they've already done and slapping them together in different combinations. The freshest idea they've had recently is "passive pressure" which typically translates to "the match occasionally grinds to a screeching halt and becomes really ######### annoying for a while".
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@INoLuv said:
https://forum.deadbydaylight.com/en/discussion/comment/3120152#Comment_3120152
Wrong, accessibility should always be a concern that is valid. Flannel is not op or game breaking, no need to despise a always valid idea of inclusion.
This isn't an accessibility issue, though.
Literally the only obstacle keeping Nurse balanced (she's not, lol) is the margin for error that comes from her ability. You want to remove that margin for error.
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@INoLuv said:
https://forum.deadbydaylight.com/en/discussion/comment/3120105#Comment_3120105
Acessibility is always good on gaming and pretty much every community dedicated to a open-minded entertaiment comunity like the one from Dead by Daylight. Nurse is not overpowered, even with flannel the player can have a hard time against a good survivor. Accessibility is good and necessary not only for a more inclusive space but for a more welcoming addition to it.
https://forum.deadbydaylight.com/en/discussion/comment/3120106#Comment_3120106
Nurse would become more optimal and easier for people that is having a hard time to learn her; pyramid head needs quality of life changes, he was perfect before nerf and now he is too clunky and predictable, so the best alternative to pyramid head (my main) is nurse, so the flannel should be basekit because there is no reason for it to not be base-kit; spirit didnt needed nerf, but okay, and blight is already perfect; of course most of the other killers need buffs and quality of life changes (such as trickster, pyramid, doctor, dredge, leatherface, onryo, myers and some other killers), but that is for another discussion, the discussion here is about nurse having the flannel as basekit, which would be very fun. Inclusiveness and accessibility are never a bad idea.
I feel like you're confusing accessibility and "I don't want to spend an hour or two learning simple timing".
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I certainly can't see any problems with reducing the margin for error with one of the strongest killers in the game.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3119894#Comment_3119894
Survivors aren't supposed to want to get chased. That's kinda how you die.
What are they suppose to do? Crouch walk behind rocks while occasionally tickling gens? What part of the game do you think is the fun part?
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3119150#Comment_3119150
For some reason I always get this with Nemesis. Nemesis love the 4K.
Nemesis players also typically love to relentlessly tunnel.
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I love playing against a killer with an obnoxious anti-loop power that's barely functional and has zero consistency, all while randomly getting cucked by zombies.
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It's wild to me that people actually like playing against killers with obnoxious anti-loop abilities like turning invisible and homing in on your exact location, or turning your entire game into a migraine inducing smear as your character slows to a crawl.
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BHVR has such a good track record with indoor maps, I'm sure the rework will be good.
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I miss when the game was overall a lot more wild and crazy. The harder they try to balance the game, the more dull it gets.
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Bubba, the chases are usually very fun.
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I hate Nemesis so much.
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They need to stop allowing people to have fun.
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Can't DS go back to a 5 second stun so that there's at least the tiniest reason to not just immediately tunnel people off hook?
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Been enjoying Blight a lot recently. Usually play Nurse and Demo.
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God, I forgot that Trickster is allowed to just spam knives at the hook. That's a relatively recent killer, too.
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I don't think NOED was ever a problem.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3117379#Comment_3117379
Clicking and holding a button is not how you play Nurse. Survivors don't just run in a straight line unless they're trash. You'll get mindgamed a dodged if you don't play right.
How exactly am I pretending here? I'm always happy when facing a good Nurse. She's a break from mindless pallet and window looping. The only reason most people prefer regular looping is because it takes no skill to pull off.
But unlike you, I'm actually good at the game. I don't expect you to get it๐
I don't think I've ever read a reply from you that wasn't ridiculously disingenuous.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3117379#Comment_3117379
"Most other people prefer traditional looping, where vaulting windows and dropping pallets actually matters."
Another way of saying, "Those who are too bad to face a nurse would so much like to be able to bully her like the other killers by running to every pallet to tbag right behind..."๐
Unluckily, against the nurse, you have to raise your own level as a survivor ... but will these people be able to? ๐ฎ
The continuation in the next episode ... ๐
It's impossible to discuss game balance, or simply whether or not something is just fun, with killer players, because most of them seem to have some kind of victim complex and base their entire existence around whatever spites survivors the most.
This isn't about being able to "bully" a killer, this is about a killer straight up ignoring all of the mechanics that I enjoy enough to queue up as survivor in the first place. Like, I don't even give a ######### if I survive a match. I just want to have fun in a chase. I don't enjoy matches where my options are to either not engage with the killer at all, or to lose line of sight and then "run weird" and hope that she messes up.
Y'all act like playing Nurse is like playing Grandmaster level chess, when it's probably the simplest flowchart of playing any killer.
-Do you have line of sight on the survivor? Blink to them and hit them.
-Don't have line of sight? Blink to the last corner you saw them at, then use the second blink to correct and hit them.
-Can you read their aura? Blink to them and hit them.
Then just be smart about which part of the map you chase in. You don't have to worry about map resources. You don't really need to learn how to run any tiles. You don't need to worry about the traversal time between gens.
The way to beat a good Nurse is just playing safe and having hyper efficient macro gameplay; which is both an impossibility in solo q, and boring as all hell regardless.
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@PapiFelixPSN said:
The killrate argument is to prove that most Nurses are bad, nothing more.
The proof that Nurse is balanced is tournaments.
Tournaments restrict perks/addons/items that can be used. So, no? Saying a killer is balanced because of tournament settings with their own rulesets, in a game that is largely dominated by casual players, is kind of ridiculous. Especially since basically every Nurse player that took the hour and a half it takes to learn blink timings, plays like there's a $20 Applebee's gift card on the line, and just plays as nasty as possible while running the nastiest builds possible.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3117379#Comment_3117379
Oh no ! You have to loop her in a non traditional hold W and pre drop way ! ๐ฅ
"Run weird and hope she doesn't just aura read you through a wall and hope for the best"
Compelling, fun gameplay.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3117304#Comment_3117304
Nurse is the one of the most difficult killers, and my personal favorite to face.
Stop trying to pin your opinions on others.
If you've ever achieved even basic competency at any action game, no, learning how long to click and hold a button while looking towards a survivor is not difficult. Nurse is not even the most difficult killer to play in the game, much less difficult in of herself.
You're free to pretend you like dying against a killer whenever they have line of sight or whenever they simply read your aura through a wall mid chase. Most other people prefer traditional looping, where vaulting windows and dropping pallets actually matters. Stop trying to pin your opinions on others.
https://twitter.com/nsbbnn/status/1548494208952320000?s=20&t=gJJCm8S3tSSRO8rSho8U_A"Why don't people like going against Nurse guys I don't get it?"
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If you're a decent killer, then no.
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I'll stop disconnecting when people stop queueing up as Nurse, Trickster, Artist, Spirit, Plague, and Legion.
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I wish people understand that Nurse is both not difficult to play, and also not fun to go against regardless.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3116376#Comment_3116376
So if a killer runs 0 or 1 slowdown, what? You voluntarily drop your toolbox at the start of the trial?
The only time I bring a toolbox in the first place is when I get multiple killers in a row stacking slowdowns and proxying every single hook.
I actually prefer a more relaxed pace to a match, with killers that aren't playing like #########. If I don't have to chew through four slowdown perks while teammates are getting camped out, I will screw around a lot more. I'll try to go for more chases, go for more altruistic plays, etc.
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They're celebrating.
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Nothing gets me to slap on a gen rushing build faster than going against killers that stack four slowdowns and play as nasty as possible.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3116139#Comment_3116139
AFK for over 6 minutes counts a DC.
Attempting and failing any skill checks on the hook counts as a DC if you die.
Simple.
Both of these are obviously terrible ideas.
The first would be impossible to implement and completely ineffective even if you did. People can just make sure they move around a little at some point.
The second is overly punitive to new players that don't know what they're doing; and also punishes people for attempting to struggle when it's potentially the only viable option.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3116139#Comment_3116139
you can very well remove kobeing penalty and skillchecks without harming normal game in any way, and crows are already there so we CAN detect and punish afk too.
So, just let people infinitely attempt to kobe off the hook until they hit struggle? Pretty sure that would harm normal gameplay.
Killers don't get crows for going AFK; not every survivor that gets crows is actually AFK.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3115934#Comment_3115934
Sure, but if they AREN'T playing, they aren't an issue. Hence the point of increasing the penalties.
How would you implement a penalty for people going afk or dying on hook?
The best incentive to have people play would probably be to make the game fun.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3115929#Comment_3115929
Survivors have a terrible "I don't want to play this game" problem, that I haven't seen this bad anywhere else.
Killer I don't like? DC
Map I don't like? DC
Got injured first? DC
Ran every meta perk, Gideon map offering, four flashlights, teabagged at the exit but still got downed and hooked? DC
What are you classing as "deeply irritating" that it warrants screwing over 3 other players and sitting out for 5 minutes for the sake of saving up to 30 or 60 seconds? I'm willing it bet it's nowhere near irritating enough to warrant that.
Survivors need to realise that DCing when there's something you "don't like" is the equivalent of throwing the monopoly board across the room when you land in Jail and storming off in a huff.
Killers have a terrible "I'm going to make this match as miserable as humanly possible for the four other players and they BETTER like it" problem.
You need to stop comparing DBD to symmetrical games. It's a janky, poorly balanced asym, where one side in particular has the power to make the match deeply unfun for the other side.
Also, they keep making stuff for this game where either no one, or only one person, is having fun.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3115892#Comment_3115892
But you CAN prevent them from ruining games by punishing them super hard. Which is the point.
No, you literally can't. Either from disconnecting, going AFK, or suiciding on hook, you can't force people to play.
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/3115892#Comment_3115892
That makes no sense - why would someone join a game where they know the mechanics and what COULD happen. When it does, they leave? It's unfair on the other 4 people in the game.
It's a game filled with straight up unfun garbage that's been left to fester for years. You can't expect 4 people to happily put up with the third double range Starstruck Nurse in a row, or a Plague stacking four slowdowns and humping a 3 gen for the entire match. You can't expect people to put up with getting literal migraines from Clown and Doctor.
@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/3115895#Comment_3115895
quitting a game is never a viable solution im sorry. I feel like im taking crazy pills.
It sure is. I could either play a deeply irritating match, or I could just, not.
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There is nothing you can do to make people play a match that they don't want to.
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Killer meta is more or less the same.
Survivor meta feels like there's fewer viable, fun builds overall.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3115825#Comment_3115825
You can destroy it by walking into it.
At which point he can still teleport back to it, sometimes.
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Pinhead.
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I mean it's a killer that looks like random pieces of meat floating around in a black cloud. I feel like the spirit world is involved somehow.
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It was buffed to 22% alongside 90 second gens.
Thanat Legion and Plague were already insufferable, even prior to the buff.
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Lery's.
Feels like a hedge maze the size of a football stadium.
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@Bonjemus said:
https://forum.deadbydaylight.com/en/discussion/339160/dead-hard-was-fun
"Guys I can't find any fun exhaustion perk, this game is trash, also, what is Head On?"
Head On isn't particularly fun. It requires either coordination with multiple people in a SWF in order to get any value at all, and/or a particularly clueless killer.
@Bonjemus said:
https://forum.deadbydaylight.com/en/discussion/comment/3113568#Comment_3113568
Yeah old Dead Hard wasn't op, it was just an undeniable second chance perk that didn't require a lot of skill and which could waste between 2 seconds and an entire chase depending on the survivor, also punished the killer for being good I guess? Yeah totally perfect balance, wasn't OP nor broken. Kappa
Also, I don't get what you mean by "mind gaming back and forth", most people, and by most people I mean players who have a brain cell would use DH in the most boring way possible (yet the most efficient one) which is get distance to get extend a chase after making a mistake.
If you would rather face 4 DH than any other exhaustion perk then you didn't play killer enough to understand the pain of facing the same ######### perks again and again used the same way.
I've played enough killer to realize that even four people using DH in the most efficient, boring way possible, is still a hell of a lot more fun than everyone just zooming away at the start of every chase.
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3114040#Comment_3114040
Boring and annoying don't require a killer to be killswitched.
Okay yes because that was the main take away here. Not the killer's primary form of attack being bugged for several months to have no consistent way of being read.
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You already have a massive victim complex, and are using it as an excuse to ruin other people's fun. There's no point in actually trying to convince you of anything.