Impose
Impose
About
- Username
- Impose
- Joined
- Visits
- 333
- Last Active
Comments
-
Spine Chill is honestly the best counter to her more than Iron Will is. Spine Chill lets you know if she's phasing or not. Which gives you more information than you need.
It's still mostly up to the spirit to make the correct read, but spine chill removes the entire phasing guessing game
-
@Pepsidot said:
Not sure if I'm talking about the exact thing you describe. But I believe there's a nurse bug that lets nurses M1 as they're about to be fatigued from their second blink.
Occasionally reminded that this bug exists every few months.
thats...not a bug, thats timing
-
I mostly just play more and more Nurse now. I already mained her. Now its just becoming all I play. Nothing else is really fun anymore.
-
@Purgatorian said:
It's not rank anymore, it's grade and has no effect on matchmaking apparently
thats the inherent problem. Top tier killers going against top tier survivors will mean that people stay at the rank they are at or go up and down. Assuming proper matchmaking.
MMR being independent of rank SHOULD mean that no one gains rank.
-
@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2496931#Comment_2496931
Do you play killer at high levels? What strategies do you use?😃
He doesn't. Everything he's said in this thread shows he doesn't
-
Fast second blinks swings are almost impossible to react to, its a good way to bait out dead hards or get them exhausted on the ground. But no, there is no bug I am aware of that lets you hit before blink is finished.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2496850#Comment_2496850
Actually, it's the Killer's making the mistakes. They're just pushing themselves into a higher MMR with a low-skill strategy that will just leave them frustrated when it no longer works and they don't have the skills to survive at the higher levels.
Instead, they should be learning how to play without proxy-tunneling and face-camping, so when they do get to high levels, they'll have the skills they need to play at that level.
If you think Proxy Tunneling is not optimal depending on situation. You simply don't play killer well.
-
I'm almost convinced that they simply added iframes to pallet throws like with dead hard. I've seen survivors take a hit on my screen, HEARD them get hit, then stunned by a pallet and they took no damage.
I have sub 40 ping basically every game. There's no explanation besides iframes
-
You want the actual answer that we all know that the devs wont say?
It's to keep people in the grind. The game doesn't have lootboxes or any of the other scummy business practices. So you need some other way to keep people playing. And making it so it costs 60k bloodpoints to go through a single bloodweb is how you do it.
-
The perk I personally have a gripe with overall is Adrenaline. I don't think it should heal you off the hook. Every other perk I've come to terms with. Lucky Break I still think is MASSIVELY underutilized. Lucky Break with Iron Will makes it....just incredibly difficult to continue a chase and quite often can just get you out for free. I think if more survivors ran it, you would definitely see people like o_O with its balance.
I still get hit by DS sometimes when it makes no sense. Due to the fact that DS has to do with YOU doing something to someone else, or someone else doing something to you. If you self heal with a medkit, you can actually keep DS. I have had games where the person was unhooked, healed themselves with a medkit, got into a chase with me, went down, and I was DS'd. It happens actually about once a day or so and when that happens it's pretty highly irritating. Other than that DS is as it should be, and because survivors can no longer abuse the ######### out of it, its mostly gone.
Iron Will would be the only other perk I think that needs to be looked at. It's just too strong for what it does. It's an every game use perk, that gets value literally every single game. If you didn't get value from it, that means you could have run the game perkless and still won. And its value is tremendous, from hiding from a killer, to throwing off their chase based on sound which is far more than just Spirit.
-
@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/280065/i-love-how-sbmm-made-tunneling-the-new-meta
I don't get the proxy-camping-tunneling-off-hook meta that has developed after MMR. It was bad before, but now it's insane. That's all I get as survivor now. All those Killers are doing is making their games even more unfun by pushing themselves into high survivor ranks without having the skills to handle those high rank survivors. Let's face it, if you are proxy-camping-tunneling-off-hook (which is a really low-skill tactic that killers learn in ash/brown ranks), you aren't developing the killer skills needed to handle high level play.
I've been keeping track of the kills/escapes and it's actually worse for survivor than it was before MMR. The killers in my games are getting about a 75% kill rate now, where before it was closer to 60%.
Then you guys, as survivors, are making mistakes. Balls in your court. Tunneling off the hook is 100% one of the best ways to win if the survivors don't properly counter it.
"you aren't developing the killer skills needed to handle high level play." Tell me you aren't a high level killer without telling me you're not a high level killer.
If survivors SEE someone just camping the hook, they go finish gens. They don't just sit behind a rock crouched waiting for the killer to maybe look around a little too far from the hook. I run Kindred 100% of my games. If I see a killer camping I go, "Well that sucks for that guy but I get two free gens out of it."
As a killer, tunneling out a weak link with enough gens left in the game, basically just wins you the game outright. Stop pretending like a killer is toxic for doing what they need to do to win. Like it or not, tunneling someone out of the game is one of those best ways. Camping a hook is just bad all around, it loses you the game instantly against any decent survivor. Proxy camping however, or tunneling, wins you more games than it loses assuming you know which survivors to target and do it properly.
-
@GrimoireWeiss said:
I was bored and I never saw anyone do this tier list so I decided to make one.
Please notice that this tier list refers to the skill CAP, not FLOOR. The skill floor refers to how hard a killer is to pick up, while the skill cap refers to how good you can get with a killer. Huntress, for example, is a killer with a low skill floor (you throw hatchets at people, it's that simple) but with an enormours skill cap.
The tiers are divided into:
S - Nearly infinite skill cap;
A - High skill cap;
B - Intermediate skill cap;
C - Low skill cap;
D - Very low skill cap.
It's also ordered from right to left. So for example Blight has a higher skill cap than Huntress.
https://us.v-cdn.net/6030815/uploads/PPS726974LNT/my-image-288-29.png
So, do you guys agree?
IMO this is actually not too far off what I would say. Simply from a skill point of what the killer is capable of.
Clown should be down a tier. Nothing he does is really "skillful." Throw bottle. w key. The only "skill" is using your yellow gas, but thats for getting around the map faster, not chasing.
Hag should go down as well. She isn't hag skill, she's killer skill. Knowledge of maps and how they work makes you a good hag, not playing hag herself. With a few games of practice and a rekeybind of her teleport to mouse wheel and you're basically an above average hag, assuming you're already a good killer. It's based almost purely on map knowledge and where survivors tend to go and loop.
Freddy probably up one tier. Simply because of knowing when to fake things, when to commit, and having survivor knowledge of map macro.
Deathslinger should be higher up. He theoretically has a near infinite skill, but the maps and game limit him more than any human limitations.
Other than that I actually like the list.
I personally would put Nurse alone in a tier as no one plays like her, and she IMO is truly the only killer in the game with an infinite skill cap. Nothing in the game limits her, she is truly limited by only what a person can do controlling her. No other killer can claim that. Blight is the only one that comes close, but he is still limited to what he can see.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2495478#Comment_2495478
There's no way in hell that would be OP. The killer would be able to ignore that completely and the survivors still wouldn't have an advantage.
Boon totems will have to be bearable for the killer of course, but there's no reason why they can't be so.
If I were designing Boon totems, I'd make them proximity based, so that the survivors perk only works within x meters of the Boon totem itself. This gives survivors more strategic avenues to use the perk, and allows the killer a tool to hone in on the blessed totem.
Something like; Blessing a dull totem turns it into a boon totem (takes 16 seconds to bless). When within 32 meters of the Boon totem, you leave no scratch marks. The Killer can snuff out the Boon totem (takes 2 seconds).
This would be super easy for the killer to hone in on and locate the totem, as they would literally see the radius as the survivor runs over it. Plus if you have the survivor in your sights, then you could just ignore it all together. It would still be a useful perk to run for the survivor however, because it would function like Lucky Break, but instead of being time limited, it's location limited.
Other possible uses could be:
- Can recover from the dying state when within 16 meters of your boon totem.
- Wiggle 25% faster when within 32 meters of your boon totem.
- Repair 20% faster within 24 meters of your boon totem. (basically good for maybe one gen)
These might be stronger than their non-Boon counterparts (e.g. Unbreakable, Boil Over, Prove Thyself) but they require time to activate (like Inner Strength) and are limited in scope, AND can be disabled by the Killer IF the killer gets lucky and finds it.
All brokenly overpowered.
Literally ANYTHING that forces the killer off their main objective in a game that already favors the survivors is going to be overpowered.
The boon totem mechanic itself in a standalone thought is likely not overpowered. In fact it actually makes a lot of lore sense to bless a totem, thats something survivors would do. It makes sense in my brain. But in the context of a game where a killer can lose the game by simply overcommitting to the wrong chase for 30 seconds, spending even as little as.....8 seconds say, cleansing a boon totem, means thats 8 seconds where no one is pressured. And if, god forbid, you find the boon totem mid chase, get a down, and go back to CLEANSE the totem. You have now sacrificed the ONLY pressure killers get, which is one on the hook and one in a chase, maybe slug one.
Boon totems are just a terrible idea in the current balance of the game.
-
@SuperSaiyan4GT said:
https://forum.deadbydaylight.com/en/discussion/comment/2495172#Comment_2495172
I'm going to explain each statement if someone hasn't already.
It is a Killer's job to prevent the generators from being completed and to feed the survivors to the entity. The killer needs to earn those kills and the win. Camping and tunneling survivors is not earning, it's a desperate attempt to win the trial and makes the player look pathetic.
Tunneling is toxic. Definitely not smart. Tunneling someone off the hook makes you look desperate, pathetic and unskilled. Tunneling a weak link makes you look weak yourself like you're too afraid to let that survivor go and chase someone else. Proxy camping is stupid. Again makes you look desperate to get the sacrifice and at the same time the other survivors are completing the gens while you waste your own time. Best tactic for a killer, don't waste your own time and add tactical pressure to keep the gens from being completed. I agree when you say "You don't need to tunnel someone off the hook, but you can chase the rescuer." That's good tactics. Someone is running around injured searching to be healed, not doing gens (or maybe doing gens with Resilience). I also agree with that last paragraph about the killer wasting time focusing on that single survivor on the hook while others are doing gens as I explained earlier.
Toxicity needs to end on both sides. Survivors have too many objectives to worry about than a camping and tunneling killer. If a killer is that worried about losing, than give the survivors something to do like The Pig or The Plague (if you like to cleanse). From my perspective the killer has two objectives. Feed the entity and prevent gens from being done. Survivors have to worry about gens, totems, hook saves, healing, cleansing, being chased, solving the cube, getting a trap off their head, etc. (just a few examples).
My suggestion is we all need to play to earn the win and have a good time, not use cheap tactics and be toxic to one another. That also goes for survivor on survivor crimes such as hook farming and body blocking.
Lol your entire argument is based on "earning" the kills. Like I said. Arbitrary rule. Win, win by a lot, win by a little. Winnings winning.
"Tunneling isn't smart its toxic." Ask every single good killer main you know the single best way overall to win. Tunnel out the weak. EVERY single good killer with macro game sense will realize by their first couple chases who their main target will be, who they shouldn't chase, and who is in the middle. You may not like it, but its true. Deal with it sadly mate. Thats how the game is. If you KNOW someone doesnt have DS, and they were unhooked close to you and the chase is free, you take it. Thats a massive mistake by the survivors that can cost them the game.
"Makes you look weak, like you're afraid to chase someone else." Um...yeah? You don't chase good survivors when bad ones are right there. If you think choosing to chase the survivor that is a weak looper and thus getting you a down in 20 seconds, makes you "look weak" as opposed to chasing the 5k hour survivor with stretched res and great looping ability, and getting a down in 3 minutes, then you're BAD at the game, not a strong killer. You may inflate your sense of self honor, great, good job, you lost the game but you lost with your honor intact rofl. If you aren't playing Nurse or Spirit, even mid tier survivors with decent map knowledge can run every killer in the game for an entire gen of progress. Which with 3 survivors, means 3 gens.
"Survivors have too many objectives to worry about than a camping and tunneling killer" Heckin what? Thats the almost ENTIRE argument about the imbalance of this game, they DON'T have too many objectives they have far too little. 5 survivors, assuming not being harassed and some optimal play. Can FINISH all 5 gens, and open the exit gates, in two and a half minutes. They can literally complete the game and win in two and a half minutes. My personal fastest game in a full swf with sweaty tryhards was 4 minutes and 49 seconds. BEST CASE scenario for a Plague (which is the killer in question) in that situation is to down a weak link survivor within the first 80 seconds. There was no weak link
Your entire post is null anyways considering you base your entire argument on the fact that in your eyes the killer must "earn" there kills. Which literally goes RIGHT into what I said about this community making up arbitrary rules they must themselves follow. You may not like it, thats fine. But playing, in this communities eyes, as "scummy" or "toxic" is quite often the best way to actually play. Like it or not, tunneling a weak survivor out the game who makes lots of mistakes is almost 100% of the time correct. Sacrificing 3 gens to knock a survivor out of the game basically removes the survivors ability to win, many factors are still open though obviously.
-
@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2495550#Comment_2495550
I mean for the worst killer in the game it’s only fitting he have a decent add on. He deserves something for all the downsides his power gives him
Thinking Hellraiser is worse than Trapper and Legion. lol
-
How is this a discussion? lol
Anyone with rudimentary knowledge of either character would know Michael beats basically everyone in this game outside of the absolute freak killers.
Ghostface is literally an angry guy in a mask.
Michael is literal evil in a human body. Unkillable and unstoppable. Michael as of me writing this has been: Stabbed in the eye with a coat hanger, stabbed in the chest, shot six times by Loomis, shot in both eyes, blown up, hit by a truck, shot 20 more times, tranquilized and beaten, hung, stabbed, thrown from a vehicle, beheaded, electrocuted, burned, and trapped in a basement that burned.
And he's still going. You think some angry middle aged stalker killer in a mask competes with the literal godfather of horror?
-
@TWiXT said:
Or, they could just spawn in a new type of totem on the trial grounds, if that's the case, here are my Predictions:
Boon: Protection
Whenever you are struck by the killers basic attacks while under the Exposed status effect, the strike will instead trigger the Endurance status effect, and you will be inflicted with a Deep Wound. Survivors struck while under the effect of Deep Wound will be put into the dying state. This effect lasts as long as Boon: Protection remains in the trial grounds.
Boon: New Building Materials
Dropped pallets take 10/15/20% longer for a killer to destroy when using the basic "Break Pallet" interaction, and Pallet stun duration takes 40/45/50% longer for the killer to recover. These effects are removed if Boon: New Building Materials is destroyed.
Boon: Athletic Prowess
Running and Vault speeds are increased by 1% for every other active boon totem in the trial grounds. Every time another Boon totem is destroyed your team is affected by the exhaustion status for 20/15/10 seconds. This effect ends immediately if Boon: Athletic Prowess is destroyed.
Boon: Alternative Rout
If the killer shuts the hatch, another open hatch will spawn in the trial grounds for 35/55/75 seconds. If Boon: Alterative Rout is destroyed, both hatches disappear from the trial grounds.
Boon: Fair Trade
Whenever the killer hooks a survivor, up to 1/2/3 previously broken pallets will repair in the down state on the trial grounds. This effect remains active as long as Boon: Fair Trade remains standing.
Boon: Shared Vision
Whenever the killer moves within 8/12/16 meters of a Boon totem their aura is revealed. While Boon: Shared Vision remains active, any time the killers aura is revealed to you it is also revealed to your teammates. This effect lasts as long as Boon: Shared Vision remains active on the trial grounds.
Boon: Third Eye
Whenever the killer triggers the Undetectable Status, Boon: Third Eye Reveals their location to your team for 2/3/4 seconds. This effect lasts as long as Boon: Third Eye remains active on the trial grounds.
Boon: Aura of Purification
Once Boon: Aura of Purification is Active Up to 1/2/3 Hex totems cannot activate and will remain dull. If Boon: Purification is destroyed, all inactive Hexes will activate on any remaining dull totems.
Boon: Silence Is Golden
For as long as Boon: Silence is Golden remains active in the trial grounds, all survivors Footsteps, Breathing, Injured Grunts, and Screams are reduced by 50/75/100% in volume.
Boon: Suppressed Presence
Whenever any survivors auras are revealed to the killer, they are instead suppressed, and can only be seen by the killer if they are within 24/16/8 meters of the revealed survivor(s). If Boon: Suppressed Presence is Destroyed, all survivors auras are revealed to the killer for 10 seconds.
Boon: 4th Chance
Any survivor on their Death Hook/Final Hook Phase will trigger a Second Struggle phase upon either becoming hooked again, or ending the initial struggle phase without being rescued. This Second struggle phase will last for 10/20/30 seconds, and the killer may kill any survivor rescued from this phase with their own hands. This effect lasts for as long as Boon 4th chance remains standing.
Boon: Daylight
Once the gates are powered, Boon: Daylight Activates and the gates will automatically open within 40/30/20 seconds. If any Survivors are hooked or in the dying state when the gates open, they will automatically free themselves from the hook or recover to the injured state. Any survivor Struck by the killer within 16 meters of an exit gates threshold will be granted the Endurance Status effect, and suffer Deep Wounds instead. Any survivor suffering Deep Wounds will enter the dying state if Struck by the killer. Boon: Daylights Effect lasts as long as it remains standing.
Only 1 boon of each type may be active on the trial grounds at any given time (max 16).
Some of these are so bananas overpowered I can't even believe I'm reading them lol
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2495706#Comment_2495706
Damn bro im so sorry I was on the train and didn't want to write an essay analysing word for word the videos of content creators from the Blight PTB
"average" is exactly what he said. This is not "everyone said blight was gonna suck." This is also PTB, not release as you stated.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2495682#Comment_2495682
Scott I remember quite distinctly saying, to PTB Blight (before the devs came out and said they uploaded an earlier version to the PTB), that Blight had the potential to be good however the bump hitbox held him back too much.
Furthermore the usual forum members who overdramatise everything said he'd be trash too but I can't remember the exact usernames of them since it's been a while.
So in other words you provide no proof at all about people saying Blight was going to be bad lol.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2495172#Comment_2495172
I love these types of comments of "killers arent here to make your game fun", but then the same people come on the forums crying about dead hard OP, swf bad, teabagging bad and gens being done fast unfun.
If thats all you got out of what I said then you're exactly who I'm referring to.
-
You generally will want to teleport basically on top of them. Trying to skillshot chains basically loses you the chase automatically if you miss. Survivor just gains too much ground
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2495676#Comment_2495676
Literally look at the reaction to PTB blight.
Unless I am massively misremembering, Dowsey, Otz, Scott, Monto, all thought Blight was going to be great.
Who is it, exactly, that you are saying thought Blight would be bad. Don't just say "look at the reaction to PTB Blight."
-
@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/2495671#Comment_2495671
I'd suggest stealth killers over Nurse and Spirit on the Game. There are a number of killers that benefit from a lack of line of sight and they're strong on indoor maps.
Pig is demolished by the Game. Ironically enough xD. Her stealth is a mindgame, no decent pig walks around stealthed, and no decent survivor gets hit by a killer doing that. And most of the pallets on the game cannot be mindgamed.
Ghostface is possibly debatable. The problem is that anyone running spine chill completely nullifies his entire stealth aspect on a map that only has so many places for you to look for him. I will say he is capable of some pretty nutty snowball on Game, but even average survivors can easily run a ghostface for entire expose duration on that map.
Wraith I don't really call a "stealth" killer anymore. Yes he's partial invisible and has no terror radius, but he doesn't play much like a stealth killer. Wraith doesn't do well on game UNLESS you're using the purple addon to kick pallets faster in stealth, that can actually save you a massive chunk of time on that map. Of the stealth killers I'd say he does best on the game of the lot, but thats also because he's probably the best of the stealth killers in terms of overall power anyways.
Myers. No. Just no. That map is a travesty for him.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2495220#Comment_2495220
Same argument could be made about people screaming for buffs before they've learned to play him. Remember when people said Blight and Twins would be weak upon their release? Once the bugs were fixed- and Twins even got nerfed- here we are.
WHO, WHERE said Blight was going to be weak on release lol. Blight on first iteration was "wow this is gonna be good. high mobility killer with some pretty good lethality and an actual good new perk."
I don't know a single person who didn't think Blight was going to be at minimum a "good" killer
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2495172#Comment_2495172
People, on both sides, and the devs themselves, need to realise the constant rng at play means this game will never be competitive and so both sides should be able to have as much fun as possible
its a 1v4 pvp game. Making sure everyone has fun is not really realistic here. Either the 4 are having fun, or the 1 is. On rare occasions 3 of the 4 will have fun and the 1 will laugh at the last of the survivors who sprint bursted into a wall
-
Unfortunately this is just a "welcome to the Game." The map after its rework is a bananas survivor sided map that has, depending on its rng, upwards of 5 god pallets, the vault drop, loops with double pallets, two god windows, the basement double pallet, and several safe pallets/loops that can be extended.
Pinhead simply cannot handle it. He's not a good killer, has basically no map pressure, and safe pallets absolutely ruin him. Your only hope really is to luck out on a 3 gen and tunnel a survivor out of the game asap, while trying to control center top gen near stairs so you can have easy movement
. Few killers can handle that map. Pinhead is not one of them. Nurse and Spirit really are the only ones that can do it. Blight struggles on that map. Oni can struggle on that map. Pyramid Head can struggle on that map. Spirit can even struggle on that map depending on RNG. Nurse really is the only killer who doesn't mind that map simply due to the fact she can invalidate the god pallets and vault drop. And even then she's VERY hard to play on that map as you cannot aim down cancel your blinks and the sheer amount of walls/ups/downs can bork with your locations.
My honest advice, anytime you play on that map as killer, don't go into it with high hopes. You'll just get frustrated after you've broken your 13th pallet.
-
@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2495237#Comment_2495237
They put so much love into his animations and sound design and his power is just "m1 but 5-6 meters further" and it feels very lackluster. While i really do love him to the point of literally maining him, i can't deny being a big RE fan is about the only reason. He is incredibly generic and doesn't offer anything more interesting than any of the other m1 killers do. Nea and Dave are cool though, my only partners in crime in the cruel world that is playing nemmy.
Ive said this a million times to myself, friends, myself, and myself. If you took Nemesis's name out from his character, you would have no idea that he's Nemesis. His power is....nothing unique at all. In fact if BHVR came up with Plague, I would expect it to be more like what Nemesis is.
Literally nothing about Nemesis makes me think resident evil. The zombies are absolutely pathetic, his power is absolutely pathetic (he doesn't use his tentacle in R3make one time besides the infection after he COMPLETELY MUTATES INTO A GIANT TRUCK SIZED BEHEMOTH), and the entire infection mechanic makes NO sense at all. T-Virus is supposed to slowly turn you into a zombie. In game it just doesn't do anything besides allows zombies to damage you.
-
@Crowman said:
They'll just disable the offering as they have with every other offering that can't be used anymore.
This is correct. Nothing happens besides you can't use it.
-
They could something as useless as "give survivors .0001% extra movespeed" and still be massively overpowered. Killers will not have time to find and cleanse a boon totem. We're already pressed for time. And unless its literally an instant cleanse and you happen to just meander past the totem while looking for another survivor, you are literally never going to be searching them out.
Boon totems are some of the worst ideas I've seen from the devs in this game and MAN have they had a lot. Literally any benefit survivors can apply to themselves that slows down the killer in a game where the killer is already at a disadvantage makes absolutely no sense.
-
Its the new hitbox validation thing. Happens constantly now. It was supposed to remove survivors being hit after they drop a pallet.
At least once a game now survivors give me the injured sound but dont get injured on pallet drops. Its just more bandaiding on the horrible coding in this game.
-
No, he's a terrible killer and needs buffs.
-
Considering the ENTIRE change to franklins demise was because these dingbat devs couldnt figure out how to make it work with nemesis's vaccines, I am 100% certain this is not intentional.
-
It can help in the way that it helps you visualize where your blink is going without using the blink addon. It's simply practice. Just muscle out practice with nurse and your blinks will become second nature
-
@Triadequinaxor said:
https://forum.deadbydaylight.com/en/discussion/comment/2495090#Comment_2495090
I would say Spirit has an easier time catching survivors with half the effort
With half the effort yes. With max effort and control of the Killer no one comes close to nurses chase ability
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2495168#Comment_2495168
I am not assuming anything, I am speaking from my own experience. Hence why I said "in my survivor matches". Because many of them get carried by Ruin and Undying, meanwhile they do not know how to run shack or overcommit but want to only blame gen speeds. Which is also the same type of argument I see on these forums on the daily.
People are too focused on keeping gens un-repaired, when you are merely encouraged to defend them. Also Map Size is an RNG issue, and that goes for both parties (survivor and killer) and specific killer types. Do I cringe whenever I get Haddonfield as a low mobility killer? Sure, Do I accept it? Yes I do. Because had it been reversed and I had gotten Shelter Woods I wouldn't be thinking that, I would say better luck next time.
Maps is entering a different territory in the discussion when you start to look at the different resources or lack there of that each player has.
Also, Why isn't the discussion steered to buffing killers with low mobility instead? Instead of asking for gens to be slowed down. I mean if they really feel that bad for that killer?
I'd LOVE for them to buff killers. But the entire game balance is completely borked and I 100% think there isn't much they can do about it at this point. Some killers would need entire reworks to be good. Clown, Trapper, Legion, Nemesis.
Other killers are probably just a few stray buffs away from being much better overall killers. The problem is, and ALWAYS has been, we have people balancing this game, who are not good at the game. Devs being BAD at the game makes it impossible to balance said game. They do not listen to PTB testing, they do not listen to good players about things.
It's hard enough to balance a game thats 4v1, especially when the variable skill of the 4 effects the game more than the variable balance of the 1. I don't have an answer for you, because what you say is correct, weaker killers need to be buffed. I just know they have no idea how to do so without absolutely ruining the killer in question. (Look at Freddys journey over this game)
-
Well thats a team oriented build 100% designed around supplying yourself and your teammates information. I'd say that a good followup to that would be anything like Auto-Didact, We'll Make It. Anything that helps increase your team. Prove Thyself. Leader.
There's lots you can do with that. Kindred and Open Hand unfortunately only really help your team when you're on the hook. But it's still information your team can use
-
Ask yourself this. Why is it bad behavior? Is it not your job as a killer to kill the survivors? Why is proxy camping a "bad" thing to do? Simply because it causes survivors to not have fun?
These ridiculous arbitrary rules this community has put on itself is as much a problem with the game as the devs that keep screwing it up.
Stop thinking that tunneling is toxic, its not, its smart. Tunneling a weak link out of the game is one of the best ways to bring the balance back killer sided. Proxy camping is one of the absolute best ways to continue macro pressure. You don't need to tunnel someone off the hook, but you can chase the rescuer. Now you KNOW you have one person injured who isn't doing gens, and you're chasing someone else. You have 50% of the survivor workforce off their objectives.
Killer is literally standing next to the hooked survivor and not letting anyone near? Well that sucks, but the killer now loses. 3 survivors do 5 gens by the time a survivor goes from 1st hook to dead, assuming survivor doesn't miss skill checks.
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2495125#Comment_2495125
Did I say they were not?
I am talking about people thinking that "gen speed" is not fine simply because they feel like every killer has to stack on slow down perks.
I only use Corrupt on my killers whether Trapper or Hillbilly and do JUST FINE. Meanwhile I see Nurses and Spirits in my survivor matches stack up to 3 (yes 3) slow down perks, and suffer because they decide they want to camp or tunnel one person, turn around in post match chat and say "Nice Genrush". 🙄
At some point skill/RNG needs to be taken into account. Not just "I need more time because I am not that good of a killer".
The devs shouldn't and will not buy you time by nerfing gen speeds, just because you are bad.
You're assuming only bad killers think the game should be slowed down. Good killers think this as well. A 100% optimally played killed with Ruin, using....lets just say Blight, as he's the most mobile overall. With Tinkerer. Even if he played 100% optimally, he still would lose 2 gens within the time it took him to down and hook the first survivor.
This is of course very map dependent and a lot of the discussion of game speed has more to do with the MASSIVE disparity between map sizes. You get maps like Azarovs Resting, Dead Dawg, Coal Tower, and it seems like gen speed is okay. Then you get maps like Disturbed Ward, RPD, Mothers Dwelling, Grim Pantry, etc etc, and two survivors can literally do upwards of 60% of a gen before a killer even makes it across the map.
Are you right and saying that killers think slowing down the gems is a bad idea are bad? Yes and No. This is less a generator problem, and more of a massive map imbalance problem. Trapper is (imo) by far the worst killer in this game. But if you give him Dead Dawg with saloon gen not next to the window and gen in main street dead center, he turns into arguably the most powerful killer in the game, able to completely control the entire area with as little as 3 traps.
Gens all progressing at the same speed regardless of the map being 8.5k meters total area or 11.5k meters total area is the problem. Not the the gen progress themselves.
-
Less by a mile. If I play any killer besides Nurse (as she's the only top tier killer I still readily play) it's just not that fun. I do not believe BHVR one bit when they said mmr is unique to each killer you have. I played twins for the first time ever last night, went against some of the best survivors I've actually ever seen, some of whom I've played against with my actual main killers before.
If I'm going against the same survivors that I do with my Nurse, with her bazillion hours and my insane win streaks with her, as I do with my Twins, who wasn't even maxed in the bloodweb running a horrible build, there's a problem with your mmr system.
-
@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2495102#Comment_2495102
Yes, it is balanced. It is far too much information for a Killer to know who is in a SWF beforehand. I am fine with adjustments, but not your proposal. As neither of us actually has any say in the matter (unless you work for BHVR), we are going to have to agree to disagree, or else we risk repeating ourselves.
https://forum.deadbydaylight.com/en/discussion/comment/2495103#Comment_2495103
Huh?
And, sir, I will insist you address me properly, for I am a lady of the court. Your dishonorable address shall not stand. My knights shall see to it that my honor is defended most valiantly. (Thanks for starting the ball rolling with the court speak. I got to indulge in a little weirdness lmao)
Uh. It is not balanced in anyway. This game is not and has not been balanced around survivors being in SWFs. It is balanced around 4 solo survivors and 1 killer. Introducing an inherent advantage to one side when it is balanced around NOT having this inherent advantage is the textbook definition of imbalance.
Agree to disagree all you want mate, but its simply wrong to state that SWF vs Killer is balanced.
-
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2494550#Comment_2494550
Yeah that would be true, if gen speeds were not fine. Which they are.
Because if gen speed was the issue, you'd see a lot of high mobility killers win. Instead you have unskilled/camping/tunneling killers bring those perks and still lose.
What? The high mobility killers ARE the top tier killers of this game. Nurse/Blight/Spirit/Pre-Nerf Freddy
-
@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2495084#Comment_2495084
Disagree.
It'll cause far too many lobby dodges. For Killers who do play and see people are in a 2 man SWF, they will use that information to target specific survivors out of the game.
Both of those things are unhealthy for the game. SWF are not a problem that must be eradicated. They are a part of the game that, reasonably, can be criticized for balance. I even proposed a BP bonus compensation for Killers, relative to the size of the SWF. That is quite fair, and there are plenty of other reasonable adjustments that could be made regarding SWF. But seeing who is in a SWF beforehand is not balanced, and it's not the answer.
Seeing who ISN'T in a swf isn't balanced either. Not knowing if this is a group of 4 who know exactly where you are at all times, what killer you are, where you've been, what you've done on the map. That's not balanced.
There is no good argument against knowing SWFs before the match starts besides "it will cause too many lobby dodgers." Which I, personally, am totally fine with. If it takes people quitting this game, or ditching lobbies, or just not playing killer so the survivor queue times are so long no one else plays, for BHVR to actually FIX this game. I am 100% all for it. My queue times are already bordering on 30 minutes, and I'll still leave against 4 man squads or even 3 man squads if I'm just trying to have a good time.
-
In game? Oni.
Full lore? Nemesis and its not even close.
-
Nurse requires a level of commitment to this game that demands you lose a lot before you start winning. In a game thats already not that rewarding when you win, why would you want to spend hundreds of hours losing.
She's the most snowball of snowball killers in the game. And if you break her pressure then she becomes a slow floating guessing machine. Lethal Pursuer was the greatest perk to be givin to her in this game in a VERY long time, since maybe IF.
I have about.....I'd say around 5-600 hours with nurse. I STILL ######### up basic things in the heat of trying to end a chase. Not holding the blink long enough to go through the rock in front of you for the down, turns into you in a 5 second cooldown waiting for your blinks to recharge and you have to catch back up to the survivor. It's difficult to be good with a character requiring her level of control while still maintaining control of the macro game.
@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2495072#Comment_2495072
Again, try her at high MMR now. I guarantee you will feel differently. Survivors get clapped when they refuse to learn. And yes, it is very easy to call survivors bad because most them struggle against mediocre killers like Demogorgon and Nemesis.
Your name reminds me of a guy I used to play Mortal Kombat 9 with.
-
You should know beforehand who is in a SWF. Zero reason not to. Your entire playstyle changes based on who is in a swf or not. I always check steam profiles for friends lists. If I see 3 people are in a swf, I know to prepare for things that only swfs do.
-
His entire power, regardless of its actual impact in the game, is a huge letdown. Nemesis barely uses his tentacle in R3make, which is where his design is. They had SO MUCH they could have done with this killer, and they turned him into a baby deathslinger with a zombie gimmick and worse 1v1ing.
But yes, his power is underwhelming. Infection mechanic is just lazy as hell. Infecting survivors does nothing but make them cough, which in reality does not in any way make up for the fact that he must strike a survivor 3 times in order to actually down them if you wish to use his power at all.
Ideally you scrap the infection being required to do damage, increase speed of zombies to be just faster than survivors walking so they can't walk zombies away from things, fix zombie aggro. And actually make infection DO something to the survivors to actually impact the game. As is, he's a bottom 5 killer at absolute best.
-
@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2494338#Comment_2494338
It's not an exageration. As I said, he has a wind up time of 0.35 seconds, that's faster than the vaulting speed of survivors. He's not "outright inferior" to Demo because Demo doesn't hit over loops like Nemesis. Although in shack both are very similar, Demo still takes 0.65 seconds just do a quick shred (the normal one takes 1 second). There's no "reacting slowly" because the guy unleashes his attack faster than you can react to it and move your character (human average reaction time is 0.25 seconds, and you can't dodge an attack in DBD on 0.10 seconds).
Even if you call the bait out the guy cancels his attack so fast he'll just M1. https://www.youtube.com/watch?v=wzwHDZwGJVc&ab_channel=D3ADPlays put at 0:41 and see how he can literally pull out his attack in the middle of the animation and still hit the attack, and that's still Tier 1 range.
Same video, put at 2:54. How can Felix react there? 0.35 seconds to unleash an attack is faster than human reaction, best he can do is running the outside, but then Nemesis doesn't even have to do nothing to get a M1.
6:48. Again, he unleashes a tentacle faster than the Leon can even vault the window.
7:08. He puts out the tentacle and Leon tries the "running wide" thing you talk about. He cancels it and gets a M1. Against Huntress Leon would have made the pallet.
There's no "50/50" at pallets with Nemesis, don't know why you insist that:
- Huntress: you arrive at a pallet loop and she raises her hatchet. You call out that and continue running, so you make another loop safely.
- Nemesis: you arrive at a pallet loop and he raises the tentacle. You call out the bluff and continue runnig, but he keeps moving at 95% holding it and quickly comes back to 115% and catches you with a M1 anyway.
I never mentioned missed hits because that's more on the Nemesis player messing up than it the survivor countering it. Don't know why you bringing that up.
:41 this is how his power is supposed to work. Whats the problem? Nemesis is designed to beat singular windows with no other loop option. Huntress gets this also.
2:54, there's nothing for Felix to react to. Thats a guarantee hit on both nemesis and huntress
6:48 Leon with horrible pathing, uses his speed boost into a medium vault ignoring a pallet to his left he could have predropped. Survivor mistake. Every 115 killer gets a hit here. This isn't unique to any of them
7:08 Other leon fakes window and runs AWAY from shack then BACK to shack. Absolutely abysmal pathing. Huntress gets a hit in this situation as well. Every killer in the game gets a hit here.
Nemesis 100% has 50/50s at pallets depending on distance. If you think he doesn't then you're not looping him correctly or he's closer than you think he is. Also missed hits are OBSCENELY easy to bait out from Nemy. His tentacle has terrible hitboxes, and doesn't track in anyway.
-
@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2494725#Comment_2494725
Voicecomms are breaking the rules of the game as well.
They give survivors information that is purposely hidden otherwise, or is only obtainable through perks. Its basically every tracking perk included as basekit, and more.
And Nurse doesnt ignore 90% of the defence tools. Stealth still works phenomenally against her (she is infact the easiest killer to hide from), jukes still work against (3rd person camera), genrushing still works against her (thats a defence in of itself).
Sorry I have to take a stab at this. 3rd person camera tricks don't work on any good nurse. Good nurses blink to the corner that you ran to, to combat exactly this strategy. Good nurse blinks to corner. A) You tried to mindgame, you get hit. B) You didn't try to mindgame, nurse uses 2nd blink, you get hit. The reason people think this is good to do against nurse is because bad/learning nurses constantly try and end chases asafp by blinking through walls and guessing where people will go. Good nurses know there is no where for survivors to go and rely on their reaction speed and built in muscle memory to know exactly where a blink will go.
The first part I agree with, voicecomms were never intended to be in this game, nor was SWFing. This game is VERY obviously balanced around a pure 1+1+1+1v1 not 4v1, and it very much does ruin killer play for a large part of the game when survivors across the map can communicate things to other people.
-
I literally just solve it whenever I'm near the box. It's not threatening to have him teleport to you. Make sure you're near a loop. Solve it. Half the time killer is preoccupied anyways.
If I'm not near the box I don't actively seek it out.
-
@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2494236#Comment_2494236
Why do you keep insisting these are network issues when the devs themselves acknowledge these are optimization problems? Are you implying you know more about DBD than the devs?
Hi. Randomly came into this thread, no idea whats going on, this is just the most recent comment in the thread. I'd say about 90% of the people that play this game know more about DBD than the Devs.