ImNotBobDylan
ImNotBobDylan
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3148918#Comment_3148918
That's cool.
seems like you didn't understand what I wrote.
You said that high-level killers need to tunnel based on RNG. Which is total nonsense as tournament players do it consistently even against organized SWFs who use DS / body block / For the People etc.
Sorry for not addressing the rest of your message where you claim essentially that OP is a low-level scrub, I thought that was condescending and off-topic
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@Pulsar said:
It's funny that you think you're playing at a high level.
I will grant you that, at the highest level, you do end up needing to tunnel or camp based off of RNG.
However, the VAST majority of players will never see that level of play. I don't even see that play consistently. Most players that do tunnel and camp use it as a crutch. It's easy and it works but it can destroy your growth as a Killer.
OP is right though.
Even in tournament play, killers are consistently tunneling, also camping the hook quite commonly. Just watch this game:
https://youtu.be/fXlLWcQLufo?t=406In the first 4 games of this tournament every time the killer would try very hard to tunnel only one person. And the only game where they didn't manage to tunnel was a 4-man escape:
- Game 1 : straight up facecamp, then tunneling despite DS, teammates body blocking, and even using For the People on Nea. Nea gets hooked 3 times in a row with only one person getting hooked in between. Result: 4 kills
- Game 2: straight up tunneling, Jake gets hooked 3 times in a row before anybody else gets hooked once. Result: 4K
- Game 3 : killer downs Adam but decides not to tunnel him for no apparent reason. Then decides to tunnel Claudette, who gets hooked 3 times in a row despite DS. Result: 2K
- Game 4 : No tunneling. Result: 0K
I didn't watch the other games but I imagine the trend doesn't change.
Keep in mind, this is not against random solo queue players who don't know how to counter tunneling, this is a SWF who all run DS and try to protect the tunneled person by body blocking / hiding him / even using For the People.
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OP don't worry this is perfectly normal. Same for every solo Q player, escape rates are around ~30%, even god loopers like Dowsey or Probzz get <50% then they switch to killer and get 10+ win streaks.
Also you should know, games where a survivor DC's are not counted in the developer stats, so the next time you get spanked hard because someone DC's think to yourself: "This game is not real at all, I am not getting destroyed right now" because that's how the developers view it.
Anyway. The solution for me was to git gud and adapt, aka select the button "Play as Killer"
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So if I summarize, you are complaining that the game is not enough Pay2Win ?
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I just think BHVR balance team have never played Solo Q themselves and genuinely don't realize in which state it is
The worst part is, you don't even need to play it yourself, just watch Otz, ANGRYPUG, Probzz, all have 10k hours, play solo Q:
https://www.youtube.com/watch?v=bGBarBqg_YIEven for them literally 9/10 solo Q games go like that.
The best part is Otz asking "Can't I just have one normal game?" to which the chat replied that these were all normal games
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Agree this is a massive issue. Not to mention the time wasted to clear these useless 20+ bloodwebs.
Spending 10 minutes in the bloodwebs to get only brown/yellow trash everywhere is very frustrating imo. I don't know if the grind has truly been reduced, but it feels much worse.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3146117#Comment_3146117
That's a cool video but it's irrelevant to what i'm saying
i'm saying survivors winning is individual. Nothing more, nothing less.
OP's build working or not is irrelevant
How many 4k's in a row you can get is irrelevant
I'm just stating the fact that a survivor can only win by escaping through the gates. Regardless of how many people escape with them.
The game does not care how many survivors escape. All it cares about is wether or not you escape.
You keep bringing arguments against a point i'm not making
The point is that if you let your teammates die then you're drastically reducing YOUR OWN chances of escaping as well. In fact against competent killer, you're making them exactly ZERO.
Yes once you open the door your MMR doesn't care if you cooperate anymore. But to open the door in the first place, you need to cooperate HEAVILY with your teammates. That includes getting hooked yourself, taking hits, things that OP explicitly tries to avoid. It does not improve his chances of escape at all. It only improves his chances of him being the last one alive, then dying.
It's like being in a sinking boat with three other people, and instead of cooperating with them to bail out the water, you let them drown, arguing that you only care about yourself not drowning. You might live a little longer than them but in the end the boat will just sink faster.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3146021#Comment_3146021
Doesn't change the fact that survivors win individually. As far as the game is concerned you win if you walk out the exit gate. What happens to others is irrelevant.
Keeping them alive ofcourse makes it easier to get out of the exit gate but in OP's build case with his 50% faster gate opening if he gets out of the gate he wins just as hard as if the entire team got out. And if he were to die he would lose less hard then if he died first being a teamplayer.
The game has always been advertised as a horror game where sometimes you need to leave people behind. That's the entire reason perks like that are in the game.
That your playstyle resolves around getting everyone out is good for you but that doesn't mean OP's playstyle is any less valid.
If they get out the door then the playstyle works.
Then let's ask OP to prove his claims and record his gameplay of him getting hatch 50% of the time with his build? I don't think he'll even be alive 50% of the time when hatch spawns.
Here's my gameplay a while back where I would get 36 win streak with only 4Ks, not a single hatch. https://www.youtube.com/channel/UCLFH12v08C1gOSC7yBa9AOw (toxic gameplay but that's not the point here - the point is, if the killer knows what they're doing, survivors will NEVER get hatch)
(Btw: I wrote a longer post but for some reason this forum keeps deleting my messages and making them appear randomly later.)
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3146021#Comment_3146021
Doesn't change the fact that survivors win individually. As far as the game is concerned you win if you walk out the exit gate. What happens to others is irrelevant.
Keeping them alive ofcourse makes it easier to get out of the exit gate but in OP's build case with his 50% faster gate opening if he gets out of the gate he wins just as hard as if the entire team got out. And if he were to die he would lose less hard then if he died first being a teamplayer.
The game has always been advertised as a horror game where sometimes you need to leave people behind. That's the entire reason perks like that are in the game.
That your playstyle resolves around getting everyone out is good for you but that doesn't mean OP's playstyle is any less valid.
If they get out the door then the playstyle works.
Then ask OP to share his gameplay and prove that he can escape 50% of the time with his build.
But he won't share ANYTHING, because that's just clickbait post and lies. He doesn't escape 50% of the time. In fact I don't even think he's alive 50% of the time when hatch spawns.
Hatch does not work 50% of the time, it should work 0% of the time if the killer is competent. And unlike OP, I will back up my claims: https://www.youtube.com/channel/UCLFH12v08C1gOSC7yBa9AOw
This is a 36 win streak of me getting ONLY 4K's. NOBODY got hatch in any of these games. People tried to apply OP's strategy and hide, it didn't work. I would slug and find them, before the hatch even SPAWNS.
The only 2 people who escaped and broke my streak, did it by cooperating, taking turns in chases, preventing me from tunneling the same guy, and getting gens done to open the gates. But OP can't do that efficiently with his build. He cannot get 50% escape by cooperating, and he cannot get hatch 50% of the time, so he cannot mathematically get 50%.
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All things considered I don't think it could be "exploited" but it would be a large survivor buff. Right now, when somebody is hooked, survivors have to act quite fast and stop working on gens, if they wait even 30 seconds before going for the unhook, then the killer will come back to the hook and camp so that the hooked person hits stage 2. With this change, you could finish your gen and even start a new one, for as long as the killer stays in proximity to the hook. In general, the hook timer is there to counter survivors splitting and hiding.
That said I think extending the hook timer to at least 90 sec would make the game healthier (it would require killer buffs to compensate).
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3145935#Comment_3145935
Survivors 100% win individually.
Your mmr goes up when YOU escape through the exit gate
Your mmr stays the same when YOU escape through the hatch
The most bloodpoints you can get in a scoring event is when YOU escape.
You get zero bloodpoints for others escaping. You get zero mmr for others escaping. You lose less mmr when others die before you.
Now you can have the personal goal of having multiple people escape and keeping your team alive certainly helps you escape.
But as far as the game is concerned you win or lose based on if you escape or not. Irrelevant of what happens to the others.
Your MMR goes up with YOU escaping, but in order for YOU to escape you need to have YOUR TEAM do 5 gens. If you spend the round hiding, self-caring and playing for the hatch, you will never get 5 gens done and so basically you're playing for the hatch every game, which you will not get 50% of the time.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/3145678#Comment_3145678
The game considers escape to be a win. Moreover, MMR takes escapes as the only measure of skill. So yeah, this is a build of a skilled soloQ player, by official definitions of BHVR.
Agree but rest assured, regardless of MMR flaws, OP's build won't work, because it operates under the false assumption that one can reliably get hatch after their teammates die. But climb a bit in MMR and nobody will let that happen, neither the killer nor the other survivors. OP will not only die miserably but also have 4 people taunting him in endgame chat. At this point he might as well play killer.
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@DeleteSWF said:
https://forum.deadbydaylight.com/en/discussion/comment/3145855#Comment_3145855
Killers win or lose based on number of survivors killed.
Survivors win or lose individually.
Survivors definitely do not win individually. They win by taking turns distracting the killer while the other 3 do gens. But since you have 4 useless perks, you cannot take chases, you cannot tank hits, you waste time self-caring for 1 minute while your team gets slaughtered.
All of that, in the hope to get hatch. But climb a bit in MMR and nobody will let that happen, neither the killer, nor other survivors. You'll not only die but get taunted in end chat by 4 people. You might as well play killer.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3145859#Comment_3145859
Most survivors don’t crawl to the last survivor. They are annoyed that you slugged them and will AFK in a corner.
Also if the last player was repairing gens all game, they have no reason to be mad at them.
If someone sits on gens all game and doesn't take chases, that's 2 hook states lost which mean the rest of their team will die faster.
Yes the slugged person will usually cooperate, if their teammate is somebody like OP. If they don't, I'll grab them and let them wiggle out a few times until they lead me to him.
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That's why I run SotS specifically for the satisfaction of denying people like OP the hatch.
OP for your information, if I'm the killer in your game, and towards the end of the match I realize that there's a Claudette that I haven't seen all game, that Claudette is never going to escape, I'll slug your whole team until I get to find you, and no you'll NEVER get hatch. In fact, the slugged person will usually crawl towards you so I can find you easily without even needing SotS.
I don't know if your killers are incompetent enough that they let you truly escape 50% of the time with such a bad build, but 90% of the time a killer should be able to find the last survivor before the hatch spawns. Your build only works against nice killers.
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I don't think it's good for the game, it means the game is balanced by grind instead of skill.
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The worst part of it is having to click through the first 20 levels which only give you brown/yellow garbage, every time you prestige. Legit spend more time in bloodweb now than playing the actual game.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3143786#Comment_3143786
Probzz is a generic juicer and doesn't play for the win. He also doesn't exclusively play solo queue I played against him on blight and he had a full swf to do gens and killed himself on hook when I wasn't giving him youtube content.
This forum is really incredible and your answer perfectly summarizes it.
Only on this forum you can see random killer mains claim things like "Probzz is a generic juicer" without looking like an arrogant idiot.
Topic pointing out that solo Q being miserable -> "Don't use Probzz as an example he sucks and he's toxic"
Topic about literally any other solo Q streamer getting <50% winrate -> "Yeah because he sucks, he's low MMR and game is killer-sided at low MMR"
Topic about any killer streamer getting consistent 50+ win streaks -> "Yeah it's because he's a very skilled high MMR player. And btw 50 wins is not a lot, I got 100"
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I think OP is highly exagerating. Personally I've been only playing killer since the patch and tunneling/facecamping every game, and, while it's true that most of my games have been 4Ks, there's still this occasional game where a survivor has been crawling on the ground for several minutes like a miserable slug and makes me feel so uncomfortable that I end up giving them hatch, breaking my streak.
On top of it, there have been many times where the person I decided to tunnel straight up DC'd, which also prevents me from getting a 4K and makes me feel powerless. I don't think this should be allowed, imo when a survivor wants to leave, the game should first ask the killer whether they want to allow it or not. The killer is supposed to be the power role, so if I decide to tunnel this guy he should not be able to prevent my strategy with just one click.
So in the end, survivors still have options to escape, they just need to adapt. The reality is, before the patch solo Q survivors were toxic low MMR players who were just here to bully the killer, and deserved to be spanked. BHVR properly recognized that and addressed it, so now nasty survivors have to respect the killer's authority.
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Trickster does not need a rework like this. He's currently one of the best camping/tunneler killers in the game, a literal solo queue stomper, and at the same time he becomes totally useless if the map has a tile with good walls. None of your changes address that.
I think making him able to hold main Event would make him hilariously OP. You're basically suggesting for him to get 1.7x throw rate for free after he wins the first chase. That would make him uncounterable in many situations. Like imagine if he uses Main event to tunnel somebody right after they're unhooked.
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@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3141560#Comment_3141560
If you uncap your fps on a 60hz monitor you won't see anything past 60fps. The input lag will be less but if you don't cap the fps at all it will be inconsistent. There will also be screen tearing that you will need to deal with in some way and most ways come with a drawback especially if you don't have a monitor that supports certain technologies. DBD is locked to 60fps because it doesn't support past 60fps, according to technical support.
I don't know why you quoted me (accident?) because it doesn't seem to be related.
And yes DBD supports over 60 fps (on PC), I have capped it to 120 fps myself. And I will say it again ANYONE can tell the difference, it's not a cosmetic effect, the eyes CLEARLY see it. The 1st time I ran DbD I could tell it was running at 60fps within 1 second and immediatly fixed it.
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The survivor escape rate in solo queue is definitely not 50%, more like 30%. Just watch any solo Q player on twitch and count, even skilled survivors like Probzz do not get 50% escapes. In fact I would be very surprised if you can even find one who has 50% or more over the course of one stream.
My suspicion is that MMR might be working, but there is a minimum rating below which you cannot lose more rating points (1100?) and then the game doesn't care that you are still losing it will send you in random games with 1100-rated players. Seeing that even Probzz get baby killers I suspect that A LOT of people are at this 1100 level.
Personally I was around 20% winrate, it was ridiculously unfun. I would have literally full days of playing without a single escape after which I just stopped playing solo queue.
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OP please record your solo Q gameplay and show us even a 5 game win streak.
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@OrangeBear said:
I'd rather not. VSync is to get rid of screen tearing. Uncap FPS means your system will be pushed to the max, rendering frames you cannot see. Also if you ever have any problems with this stuff and ask BHVR for support they will tell you shouldn't uncap your FPS because it's not supported.
You can just cap the FPS to your screen refresh rate, I don't remember how I did for DBD but it took me less than 2 minutes. The "rendering too many frames you cannot see" is a literal myth, I can only assume you have never tried high-refresh rate screens if you really believe this (or maybe you're 50+ year old). The difference is so obvious that I can tell you in 1 second if I'm on a sub-120 Hz screen just by moving the mouse cursor. Above 120 Hz the difference becomes marginal but you can still observe a minor effect it by doing online reaction tests.
And yes OP is right, turning off Vsync is one of the first critical steps you should do in every new game you install.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3139869#Comment_3139869
DH is stronger on a skilled player. Its just not a braindead perk so some might find it harder to use.
Tldr: skill issue
You know that, in order to adequately judge if something is balanced, or "braindead", you have to play it from both sides, right?
For example, a few weeks ago, I claimed that camping was too strong, so I proved it by playing killer and showing video of me getting absurd success with it. I didn't make an effortless post "Hey guys I'm a survivor main who think camping is broken pls nerf" like you guys do.
Here all I see is a bunch of very obvious killer mains congratulating themselves for the nerfs, with only vague arguments like "more skilled", "my friends are able to get good value" (so you aren't then?). Clearly 90% of you haven't tried the perk from survivor perspective.
So, since you all seem to be so knowledgeable about skill and Dead Hard, especially you Dead_Harder, why not show us your gameplay? Please show me a few clips where you use the perk and mindgame the killer with it, because I definitely cannot, even after playing a good 20 hours with the new DH, the only use I can make of it is to try to spin in front of the killer then dead hard and pray that he's a console player who has no choice but to attack right away.
With a 240 Hz monitor and 160 ms reaction time on humanbenchmark.org, I can still not get the "precise timing" you guys are talking about, and I don't see any streamer use this perk anymore (apart from meme players like Sweh). So please can you show us your own skilled gameplay so we can learn from you guys?
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Oh yeah someone whose entire history is only about killer buffs and complaining about old Dead Hard, makes a topic to explain the world that it is now a fantastic & balanced perk
OP, would you mind recording some of your own survivor gameplay and show us your skills with this fantastic perk? I would particularly like you to demonstrate these "mindgames / precise timing" you're talking about, specifically against Legion, VPN players etc.
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Oh yeah Kindred basekit would be so strong and abusable, especially by SWFs, it is already so OP and abusable, that literally no SWFs run it
Kindred base kit for solo players is a no brainer, it should show survivor auras and killer in 6 meter range and then the actual kindred perk shows it in 16 meter range. Even with that camping would remain a stupid strategy with disproportionate reward/risk ratio.
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Yes it is bugged in some circumstances you can still mori people even after they cleanse the totem. It's pretty inconsistent so not 100% sure of the exact conditions, but it seems that to trigger it you need 1) to have mori'd at least one survivor before they cleansed the totem and 2) you can only mori survivors who are dead on hook, so overall it doesn't affect balance that much.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/3137837#Comment_3137837
If you lose to a Perma T3 Myers, you or your team MASSIVELY misplayed. It takes such a monumental amount of Evil to hit T3 that you should EASILY be able to finish all the gens and escape before he reaches it
It doesn't really take that much evil tbh, the main difficulty is that you need to stalk all 4 survivors to get it so if you can't find one of them because he's hiding all game your strategy will be screwed. It's also countered well by people looping you for 2 gens then hiding in lockers to not get mori'd.
But just like many obnoxious things in this game, if just 1-2 survivors don't know how to react properly and give Myers an easy stalk then they will most likely get 4K. I agree putting T3 Myers in the same sentence as Blight/Nurse is a massive exageration but I would not say T3 Myers is a particularly bad build.
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@KayTwoAyy said:
https://us.v-cdn.net/6030815/uploads/0K3WE2YD11VB/fun-game-jpg.jpg
Nurse couldn't fathom the idea of a 0k. Shocker.
Meh. I don't see anything particularly strange with this video, except maybe the fact that she gave you the chance to get hooked and die right away. Personally I would have slugged you for at least a few minutes first. You're kind of being a jerk for not DC'ing and should be taught a lesson (in case you don't know when facing a Nurse with starstruck, it is common courtesy to disconnect).
It's DBD in 2022 just git gud
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Yesterday I tried to write "nice profile pic" and that was censored. Also in 90% of my sentences the word "but" ends up censored, so I've learned to phrase my sentences without it. At first it was difficult though it has now made me a very direct and positive person. Still, I end up using hateful words by accident like "Kate", "phone" or "Myers" so my sentence gets censored anyway
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@Regulus47 said:
Yes. She simply cannot function in this game - letting her stay is sacrificing the fun and playability of the entire survivor role for the sake of diehard sweaty nurse mains' 4K streaks. I know this sounds like bait, but if you think she should remain, you are simply wrong and likely nurse/killer biased.
As a survivor main, seeing Nurse deleted would make me genuinely sad, as I think she's one of the fairest & funniest killers to fight.
And I know it's hard to believe that story and think I'm a random killer main, but you can check my post history, literally every single of my other posts has been complaining about survivor being too weak and some killer/strategies being OP.
But while many things in this game are extremely unfair especially for solo survivors, Nurse is not one of them and actually has a lot of counterplay. The reason she looks so OP imo is because the game does a terrible job at explaining how to counter each killer and as a result most people don't even know how Nurse power works and how to exploit it. For a long time I thought Nurse was OP too, but then I tried to play her, and after just a few games I realized that she actually has very exploitable weaknesses, and now I'm able to beat most Nurses at my MMR, in fact Nurse might very well be the only killer I can carry my team against.
And again I know it sounds weird considering how much hate she gets, but I'm convinced that if most people could just play her for a few games, not only would you realize that she's not OP but she's also fun to play mindgames against, and while it's different from the normal looping gameplay with pallets/vaults it is arguably also very fun.
I cannot explain everything about Nurse counterplay in just one sentence, but basically, when Nurse charges her blink, she can teleport to any position on the map in a very large radius around her (~50 meter) but only ONCE, after that she has a 2nd blink which enables her to "correct" her trajectory a bit this time with ~10m range, and then she has ONLY 1 second where she can move and potentially attack. After this 1 second, regardless if she hit you or not, she has to get in a very expensive "fatigue" state which makes her unable to attack, almost unable to move, and get reduced FOV for ~5 seconds. During this time, the survivor is invincible, and as Nurse is slower than survivor the only way she can catch you is by waiting for her next blink, but she won't have it for about 5 seconds.
For example, check this clip (at 2:35):
https://youtu.be/kFLT1RoywOU?t=158Here Nurse uses only 1 blink for some reason but we can do as if it was the 2nd one for simplicity. Notice after Nurse misses her attack, she looks down ("fatigue" state). Sweh takes the vault in front of her which would be risky against any other killer, but not against Nurse, this is 100% safe. She literally CANNOT hit you in this state, and won't be able to until the next 5 seconds. During this time Sweh can vault, move very far away and reposition for the next dodge.
The way you dodge Nurse is by playing in a way that makes her as hard as possible for her to guess where you are right when she charges her blink. The most straightforward way to do that is by getting behind a wall, make it look like you're going in one direction, and when you hear her charge a blink (it has a clear sound cue), go into the opposite direction. Against 90% Nurses, this will result in Nurse teleporting very far away from you, sometimes even losing the chase. It's important not just to break LOS but also to be unpredictable, many Youtube videos "how to counter Nurse" will just tell you "Break LOS" but without explaining WHY you want to break LOS. The reason you break LOS is not so she can't see you, because that doesn't change anything to her power as she can perfectly teleport through walls. The reason you want to break LOS is to make her mis-aim her 1st blink and be as far as possible when she actually teleports so that you're not in the 10 m range of the 2nd blink and you can exploit the fatigue cooldown to reposition.
If you move correctly, Nurse will always teleport slightly too far away and always miss her attack by 1 meter after the 2nd blink which is quite satisfying. I've had games where Nurse would literally fail 10+ attacks without getting a single hit, always barely missing it.
Even without breaking LOS there are a variety of tricks you can use to dodge her attacks, once again, by mind gaming the 1st blink, so that she is too far away and doesn't have enough range to hit you with the 2nd. (check video below at 0:14). These are not pro tricks, I use pretty much all of them regularly in my games.
https://www.youtube.com/watch?v=Op3fefkPJmY&t=14s -
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3133514#Comment_3133514
I can get the defeatist mindset. When I used to get a daily or Tome challenge to escape/escape while doing X. I used to think I'll get it in a couple of matches. Now I avoid those challenges.
Now I would argue, everything is not about winning. I'm sure you have played other multiplayer games where you can tell almost from the start that you're going to lose, yet you can still play normally and have a somewhat fun match. For example in a FPS you can still duel and kill people.
But in DBD? If the killer is better than your team, the game will look like this: you are going to press M1 for 5 minutes, then 2 minutes of chase, then 2 minutes of hook, and in solo queue there's 50% chance your game ends here. If you play against a nasty killer then maybe you'll get camped, hit on hook, slugged for 4 minutes on top of it. Some matches in this game are legit BDSM.
(Not encouraging people to DC though, rather please just stop playing solo Q until BHVR fixes it.)
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In solo queue nowadays your only chance to win is to get a baby killer, so many people just "scout" the match to see if the killer is incompetent then don't bother playing the rest if they lose the first chase.
While this is clearly selfsih/entitled behavior I wouldn't only blame people for it, solo queue winrate is clearly <50% probably even around ~30%, so people already start the match with a defeatist mindset knowing they are most likely going to lose, now imagine someone gets down'd in the first 30 seconds on top of it, realistically this match now has 90% chance of ending in a stomp.
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Releasing an anti-camping perk behind a paywall exactly at the time when the whole survivor playerbase is complaining about camping, while not introducing any other anti-camping change in the same patch, that is an actual d*ck move I agree
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Now what if I told you, you can just press the running key on the ground to prevent teammates from healing you and the whole situation would have never happened.
Thank me later
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MMR is broken for sure.
- Queue times for survivors are literally 5 seconds even at 3 AM. There doesn't exist any matchmaking system that works with such low queue time. Just look around every other game has at least ~30 sec queue.
- Many regular players have reported winrates that are exceedingly far from 50%, My winrate as killer is over 85%, this should not be possible in a MMR-based matchmaking.
- One game I get a lobby with prestiges 0+ and no items, then I dodge and requeue instantly and I get prestiges 10+.
Clearly the "matchmaking" is just throwing people in lobbies as fast as possible.
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@Veinslay said:
A survivor is only as good as his team. If the killer is decent, he's not gonna chase probzz for very long. He'll get him when he saves his teammate and he's out in the open. He'll go for a significantly easier target
They don't know it's him when he plays with a different name / skin than usual. Actually many games he looped the killer well but his potato teammates would just not do gens and he ends up losing anyway. I would say it was a pretty normal solo queue experience. In one of the games he even got camped + tunneled:
https://www.twitch.tv/videos/1555923061?t=01h37m38sEdit: timestamp doesn't seem to work, but it's at 1:38:30 in the video above
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/3121308#Comment_3121308
and not just the fact that it's 4 people but 2 of those 4 don't even reach a 10 game data set from them.
A bit silly to call that "less than 10 games", when Angrypug's has 9 games, and includes a 7 games loss streak...
Otz's is only 2 games because I counted the games as they were live, and I didn't know he would stop after only 2 (he switched to killer). It's rare enough to see Otz play solo.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3121647#Comment_3121647
39 games is still virtually nothing.
Did you read the paragraph you quoted? Here is a question for you, imagine you roll a dice 39 times, and you get only 6s. Would you need to throw it 1000 more times before claiming the dice is rigged?
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@Carth said:
OP did you filter out any games that had survivors DC/kill themselves on hook? Or were there any that even had that in the games you observed
No I didn't filter that out, why would I? Didn't count how many times that happened as I didn't watch all the games in full, but it seemed to happen a lot, in particular: PROBZZ had one person disconnect at 5 gens which effectively ruined the game, and ANGRYPUG disconnected himself twice (but the game was in a very bad shape).
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@Thusly_Boned said:
A 26 game sample means virtually nothing. A two game sample is nothing at all.
Some days I'll escape in ~half my games, but have a stretch where I die in 4-5 in a row. If you were to tune in for those, it'd look brutal. I'm sure those guys had win streaks in there too. Sample size is a thing.
Also, defining a "win" is a subjective exercise, but that's another discussion.
While I agree collecting data like this incurs a lot of problems, I heavily disagree about sample count being low (btw: now it's 39 games, I added a few new ones).
Despite the sample count being apparently low to our intuition, it's far enough for statistical laws to apply. MMR is supposed to make you win 50% of your games, but if that was true, then the probability of getting only 11.5 wins in a sample of 39 would be 0.4% according to Binomial calculator, so while we can't tell for sure what is the probability of surviving, we can already say that it's not 50%, and sample count won't change anything.
That said, my data is affected by the following problems:
- Low diversity of players (only 4, not representative of what other streamers can maybe experience)
- Time of day, mood of players
Fixing 1) would be tedious but doable, fixing 2) is unlikely to be doable. If you can name a few solo queue players (say 5, ideally with different MMRs) and an approximate time when they play then I'll redo the study with these players. You choose the parameters so I avoid selection bias.
I defined a "win" based on the MMR rules: Escape = win, Death = loss, Hatch = Draw.
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@Adjatha said:
26 games divided among four streamers, all of whom are presumably at the highest echelons of MMR is not a useful sample size.
Take a hint from the people on this forum who post the results of their last 100 games and get a volume of entries that actually reflect moving up or down in MMR to balance out the artificially high placements many people were at thanks to Dead Hard and the like.
Sure, meanwhile most streamers are streaming 10+ win streaks with killer, any explanation for that? Angrypug has been playing survivor for 2 hours and not won a SINGLE game, getting people who DC every 2 games with 1500 people watching (and he DC'd himself after being slugged). PROBZZ has 3000+ hours and an incredible looper, far from a "carried" guy, currently sits at 3 wins / 14 games.
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Why could they not balance for low AND high level players...?
For example, nerf things that are used at high level and not at low level (eg. the range addon)
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/3107170#Comment_3107170
Not sure why you mentioned me there but i do agree, using only nurse for this doesn't prove all that much if you don't play every killer.
@ImNotBobDylan you are reaching average MMR, you have a way to go till you reach that trust me.
And i encourage you to play my favourite killer at high MMR and see how you do.
My main and favourite killer is the wraith without and speed add ons, yes i never ever touched windstorm whatsoever.
Believe this or not that is entirely up to you.
About 2 or so years ago i have faced a comp team on a farm map (can't remember which) and this was before the map reworks and before wraith got any of his buffs.
I don't think I'll have to tell you how this match went i presume?
I will tell you this, it was 1 hell of a sweat fest.
Got 5 hooks in total and 1 kill.
Trust me when i say, if you reach that level you will notice that your experiment will fail miserably.
I will applaud you if you can get the same or better then mine result.
My goal is to demonstrate that someone with barely any experience on killer can get an absurd level of success with anti-fun strategies and with little skill involved.
And your response to that, is that, if I would play the worst killer in the game (Wraith), WITHOUT addon, and against high MMR players, maybe I would get looped to death and fail. Like OK but why? You are completely missing the point.
The point of my thread is not to nerf killer for people who play fair for survivors or constraint themselves to absurd loadouts.
The point is that, maybe YOU are nice and play Wraith and survivors have a good game against you, but that's not the typical killer experience these days. You have to realize, for one person that plays killer like you do, there will be one person who plays killer like I do, trying as hard as possible to win even if that means using douche strats and making the survivor experience miserable. The state of Wraith is irrelevant to this discussion, the developers could perfectly nerf every douche strategy without altering the experience for killers who are not using these strategies. In fact, by advocating for these douche strats to stay in the game, you are accepting to let the killrates be much higher than they should, and killer role will probably end up getting nerfed, including Wraith.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3107279#Comment_3107279
Except he's playing "baby nurse" vs baby survivors, who don't know where gens are, who dont know totem spawns, who probably don't know how to loop. You could probably play m1 nurse and win with basic tile knowledge and not even blink vs brand new survivors and get 4ks. It's absolutely baffling that DBDs community takes smurfing examples as proof of balance changes needed.
Game 35 was against survivors who had 1.5k hours. In general most of my later games had a few good loopers, boon totems, people bodyblocking for the tunneled person, sometimes SWFs, etc. Not to say that all these survivors are high MMR, but they are definitely not babies, in fact they use tactics that I have never seen survivors do on my main at 300 hours, so I'm probably higher MMR than my main survivor account.
Also in case you don't know, it's very uneffective to loop against Nurse, so you won't see many survivors do that. Rather people are baiting my blinks and breaking LOS which doesnt look that impressive in the video but I can guarantee you that it's a pain to play against and I often had to switch target, eg. the Feng in game 36.
But since you all seem to pretend the problem is Nurse being OP rather than the strategy then it's perfect as it gives me a good excuse to switch killer. I think I'll play Trickster but am open to suggestions (I don't think chainsaw killers are good choices because, while it's great to be able to down the rescuer instantly, I can already down them with grabs anyway, and I'd rather play a killer that cannot be looped in case the tunneled person is rescued).
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UPDATE
Following yesterday's loss (2K), I think it'd be tempting to say that it's because I'm now reaching high MMR, but I don't think that is the explanation. If you watch the game (game 37) I did pretty much every mistake possible, lost most of the chases and failed to tunnel the 1st hooked person, so it was more on me than on survivors.
But anyway, to check this hypothesis, I played 4 new games and as I expected all of them went 4K again.
I think I will stop playing for now as I'm bored playing Nurse and I think the streak already went far beyond my expectations. Besides in the last few games a lot of people have threatened to report me and I don't really want to lose my account like that, see eg. last screenshot above or this very salty streamer:
https://www.twitch.tv/videos/1549234294?t=00h12m43s -
UPDATE
Streak is over, I lost the 37th game (2 escaped). The video is currently uploading. It's by far one of my most embarassing games as I lost almost every chase in it and somehow didn't see a hook that was right in the middle of my screen, but hey, a loss is a loss.
While it's uploading, enjoy this very special bonus video:
https://www.youtube.com/watch?v=ZKkzrCRrHMcThis was my 35th game, a game where survivors played so absurdly that I ended up canceling it. Love this community <3
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@Mr_K said:
Yeah, I knew survivors switching to killer would play this way. Funny how they started with a fresh account to club baby seals.
I never played Nurse before making this account and as stated multiple times, at most 10-20 matches in total as killer. You're delusional if you think playing on my main account would make any difference.
What do you mean by "I knew they would play this way", I thought this was a legitimate strategy that is easy to counter? You seem to be in disagreement with the more experience killer mains here. I'm playing in the way that I consider the optimal / easiest way to play killer and one that is totally allowed by the rules.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3104755#Comment_3104755
I don't even understand the meaning of "triggered".
I have no doubt whatsoever that you can kill a lot of teams using camping and tunneling.
It's the streak part that's difficult. I'm willing to trust the wins are uninterrupted, but 300 hours isn't a lot for a player. If you get streaks the MMR is bound to send you against a SWAT team. When that happens, even getting one survivor would be a feat.
I'll check the video later if I have some time.
edit: I've fast-forwaded it. (I'm a Nurse main, it's a bit ... difficult ;) )
If you get rage-quitters and dummies like these, yes, I understand that you get "wins". But you aren't supposed to get only their kind.
edit 2: are you switching killers by any chance?
I played all the games with Nurse except the first few where I tried several killers.
All the games that you will see on the Youtube channel are a streak, I did not play any other game in between. I sometimes closed the game of course.
Starting from tomorrow I will record the whole series without interruption to prove the "streak" part. My queue times are quite long though so I'll have to check if my connection can handle that.
EDIT: if you don't understand what I mean by "triggered", watch the end game chat



