Iron_Cutlass
Iron_Cutlass
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@Pulsar said:
Boons were an awful idea from the start and clearly you weren't here when CoH went to Live.
DH is actually one of the best reworks they've ever done. There's actual skill involved now instead of "I press E and you lose". I have literally zero problem outplaying Survivors that have it and if they do get it off, it's because I messed up.
This is just classic whataboutism. "Eruption might be OP but what about Dead Hard and Boons!!!1111!!"
The existence of one OP thing doesn't excuse another's continued existence.
Yea, it really feels like people are grasping at straws to justify problematic things being in the game. Im tired of whataboutism on both sides. "Toolboxes might be broken, but Killers have Nurse", "Eruption might be problematic against SoloQ, but survivors have Boons", like it's so frustrating.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3270493#Comment_3270493
i mean they are stronger than keys and maps.. or maybe they are below maps, but nothing beats the keys XD
the main reason for flashlights throwned upon are tbecause of how (most) players use em anyway.
Keys have really good aura reading, they can make mind-gaming impossible and lead to longer chases.
Maps, with certain addons, can heavily prevent 3-gening, they can also help find important things like Hex Totems or Dull Totems to Boon (thus not wasting more time).
I consider Keys and Maps to be among the most underrated items in the game, you never see them yet they can do so much for the team.
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@Terion said:
Flashlights are fine as they are, they dont need a buff.
I agree with this, flashlights are fine. They are a weak item when compared to medkits and toolboxes, but they arent meant to provide a massive advantage to begin with, they are just meant for having fun really. I think people forget that things can be weak but still can be fun, and that's why DBD is about, having fun.
Also against some killers (Artist, Hag, Wraith, etc.), it can be a valuable tool to deal with their powers. And with Residual Manifest, you can apply Blindness to the killer which has won me a few games here and there. They can serve as good utility and I feel like everyone kind of ignores that.
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@YOURFRIEND said:
They would never sell animation packs and then let you turn them off. The purpose of cosmetics is to show that you have them. If you can't show them off, they don't have any value.
Animations for yourself will still show. The entire point of disabling animations for others is mainly for killers, survivors who have it enabled (which they most likely will) will still be able to see the animations they set for themself. I think it would be incredibly rare to come across everyone who has animations disabled, and again, even if, you will still see it on yourself.
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Ive made a suggestion before which I think it best:
Eruption regresses a generator by 10% progress and automatically blocks all generators affected by it for 20 seconds.
- Makes the perk effective against SWF since the blocking is a guaranteed slowdown proc.
- SoloQ no longer suffers since Incapacitated is no longer applied by the perk
- Still has amazing synergy with Call of Brine and Overcharge; killers will be more likely to bring information perks like Thrilling Tremors and BBQ instead of relying on screaming for information.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/355266/animation-packs
Not exactly sure how you can disable mori animations when they would be different times. There would be no way to make them all the exact same time without limiting their creative freedom and if they did we probably wouldn't get a lot
I meant for other survivors. Some people might think that custom animations could provide a competitive advantage by making survivors harder to see or even hit, so I decided it would be best to have it optional that way certain animations cannot be used that way.
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@StickyB said:
My headphones don't come with an adjust volume button, and I can't exactly tab out of the game while on second hook or go into options.
If youre on Console, there is normally a quick menu for Xbox and PS that lets you reduce headset volume if bound to the quick menu.
If youre on PC, there are normally inputs you can put in to mute all audio or reduce all audio that dont require Alt+Tab'ing out of the game. For my PC it is FN+F1 to mute audio. You can also set macros to do this stuff, and it should be fine to do since it's affecting your PC and not the game itself.
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/3269121#Comment_3269121
Sorry, I worded it rather unclearly. What I'm saying is that they intentionally tried to cause problems for you, which made it easier for the killer. So, although the killer wasn't working with them, they were using the killer to work against you. So it's still reportable.
Can I send in my friend's VOD as evidence? Also do you know the website for filing the reports (it's been awhile)?
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@Grandpa_Crack_Pipe said:
People will report you for queueing up, I wouldn't worry too much about it.
Just because people do it doesnt make it right. Stuff like this needs to be called out. People like this need to be brought to light so proper repercussions can take effect. Behavior like this should be made as unappealing as possible because it is beyond childish and ruins people's matches.
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@Marc_go_solo said:
All I can say is I hope you reported them. They clearly worked with the killer.
The Killer was not working with them, the Kate had Lithe and Vigil, so they kept getting away after sandbagging.
The killer after realizing what had happened apologized to my friend who was streaming, and gave them hatch, literally a Gigachad.
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Google Stadia is a cloud-based gaming service. Instead of playing a game on a Console, you stream the game.
Positives:
- You can play on any device.
- Downloading is non-existent, so you can just play when you want to.
Negatives:
- You dont actually own the games you pay for, you just own the right to stream/play them, so when Stadia dies, you lose everything.
- Takes a lot of bandwidth since you are streaming the game.
- It's going to be shutdown in 2023.
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@sizzlingmario4 said:
I’m surprised it took this long honestly.
Yea, I kind of expected it to go sooner than now, it's impressive really. Google was really relentless at trying to get the platform to work.
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@Grigerbest said:
Basically: When survivors turning left or right they have such a complicated (realistic) turning animation, from upperbody to legs, but when killers turning left or right... Cough...Cough... Just watch:
https://www.youtube.com/watch?v=MHQqkkIbGRA
It looks like they're standing on a some sort of "Turning platform", it looks... Hilarious, weird and something that you'd expect from 2010 games...
Some killers don't even have their legs animated while they wiping their weapons and moving... (Hag)
My question is: Why we don't have the same complicated (realistic) turning animations for both survivors and killers?
Why old killers don't have a proper leg animations while "Hitting and wiping animations".
It's the same game after all. But it feels like at least with animations survivors were made in 2022, but killers were made in 2010. -_-
Because the game is designed for Killers to be constantly moving.
Survivors may require small movements or sitting still in some cases, but more often than not, the killer has four other survivors to pressure which means they need to constantly move to deal with such.
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@Trev1979 said:
Played eight matches this morning with six of them being AFK killers. I cannot fathom how this is a problem that hasn't been addressed as from what I can tell its been a longstanding issue that should be easily fixed.
AFKing in matches repeatedly can result in a temp ban. File a proper report of the account with video evidence and BHVR should be able to deal with the accounts AFKing.
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Well it depends. My internet is pretty good, but I sometimes have issues with my router at night. And from it, I have determined that DBD has this "sweet spot" when it comes to lag.
If you lag too much, the game becomes unplayable from rubberbanding and teleporting. But if you lag just enough, you can get hits you shouldnt be getting. Ive even seen people VPN and lag-switch intentionally to reach this sweet spot.
It's kind of dumb that DBD has server validation yet there are so little server-side checks for this kind of stuff, DBD is bare minimum when it comes to checks.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3268726#Comment_3268726
I'm not disagreeing that what you said was a factor; we just have a disagreement over what the primary cause was.
Yea, I just now realized how poorly worded my original reply was, I changed it since when I first started commenting on it I was still half asleep and more focused around a discussion based around balancing Eruption.
I was trying to say that the game fell off for a variety of reasons, not just a single one, and that what you said can be a contributing factor, but not the sole reason behind the game dying. I changed my original reply so it reflects it a lot clearer.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3268675#Comment_3268675
The disagreement I have with the lack of marketing argument is the timeframe. In a matter of a few months VHS went from a high of 6,023 concurrent players on Steam to 140 currently and I wouldn't be surprised if next month was double digits. That is too fast of a decline for not marketing to be the primary cause. If it were spread out over years, that would be a different story.
The not enough marketing, at least to me, seems to be an extension of the 'But more beta keys will fix it!' to but 'But EA will fix it!' to 'But a better tutorial' and now to VHS needed more marketing.
It's too fast of a decline to be just marketing and the core issues were never fixed; new player Monster isn't fun enough to keep more than a small amount of people who tried it, of the ones who stayed they learned Monster wasn't fun even once you learned it, and without enough people to fill one side the match making, queue times, etc break down and impact the otherwise amazing and well-done Teen side.
In closed beta, whenever the fun part was brought up a common retort was 'But the balance!' and the devs gave high priority to the input from the same group of 50 people who were highly skilled at the game while ignoring the people in the lower levels of VHS who were saying it might be fun at the top but it's not balanced.
I literally said directly to the devs that if Monster is not fun enough to keep at least a minimum of 15% of the playerbase playing it and preferably 20% then all the rest doesn't matter because as Monsters leave queue times will grow, matchmaking will become harder and the Teens will also start to leave and this would crater the game.
Unfortunately, I was right and this is exactly what happened. I'm not surprised because as for my actual job over the last decade I have advised businesses (I'm not a teacher, I use TheSubstitute because of the mistaken leak for the Teacher Killer for DbD and teachers are good horror genre) and it was easy to see coming.
I am saddened, to be honest, because the game had so much potential but it forgot its product was entertainment value and balance was a tool and not a goal in and of itself.
I was saying it as it being one of many factors leading to VHS's downfall, Im not saying the lack of marketing is the sole reason behind the game dying. "There are a lot of moving parts towards the game's decline" was the mere concept of what I was saying, since a game's decline is more complex than just one thing being the cause.
Balance, or the lack there of, can be a contributing factor, but I believe it isnt everything when the game's early management made the game destine to fail. VHS's developers were kind of just known was "the people making that one game that will never come out in a polished state" and a lot of my friends dropped the game because they felt the direction it was going early in development was not so good. And I feel bad for the developers because they really tried to make the game work, just so many things went wrong.
They lost a huge chunk of their audience in early development. Yes, those who stayed despite it's early on issues might have not liked it, but the fact so many people left in early development should be considered since the game would have a better possibility of a thriving playerbase. Post-launch, it died because of the balance or lack there of, but through it's development, it could never get the foothold it needed to go anywhere to begin with. As I stated, the game was destined to fail to begin with.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/3268625#Comment_3268625
Okay but at lauch they had close 5k players, yet they lost 60% of them, I dont think any marketing could have saved the game.
Sure there were less people because the lack of marketing, but player retention easily of the worst in the genre, other failed game in the genre also had no marketing, yet they managed to grow at first like Propnight, and HSHS, only at second month started to lose players, and they also had the same amount of player 4-5k at top just like VHS.
Again DDOS lost players for them before the launch, but after the launch they had no DDOS, those 5k players just hated the game, since player retention was so awful, only 40% playerbase remaning after a month.
Propnight managed to gain +5% after a month, HSHS gained +10% after a month, so those were much more successfull, not to mention that those games even after a year has more players than VHS.
So VHS is truly horrible with balancing
A lack of marketing prevents growth, or at least normal growth. If the player count will never increase because the game can never reach a broader audience, then hypothetically the only direction it can go is a decline. Having growth can also cancel out or reduce the declining playercount.
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Lightborn is fine the way it is, if killers want to waste a perk slot of the weakest item in the game, they can go right ahead. 1 less regression perk to deal with.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3268630#Comment_3268630
Agree
It's almost like kicking generators isn't hard
especially when you have 3 perks that reward you for kicking generators
It's a shame because I like Call of Brine on its own but it's probably gonna be the one that gets nerfed because overcharge is the weaker of the two.
My main issue with the current meta perks of DBD is that they are too multi-purpose for their own good.
Eruption is regression, plus it applies an insane 25 seconds of Incapacitated, plus it provides the killer information by making survivors scream.
Call of Brine provides 200% regression on a generator, plus it creates noise notifications if a survivors hits a good Skill Check.
It makes killers less likely to run aura reading perks and information since the information you need in a match is already applied to meta regression perks. Surveillance is dead and drug in the dirt by Call of Brine, BBQ is borderline useless since it has to compete against Thrilling Tremors and Eruption, etc. It just feels bad overall since a lot of the perks I enjoy get outclassed heavily by meta perks.
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https://www.youtube.com/watch?v=sVxJ016xb4Q@Coffeecrashing said:
Yes. The best solution would be to make it an AoE incapacitate, or have in incapacitate anyone that repaired an affected generator in the past X seconds.
This is the most fair solution, as it bridges the gap between solo q and SWF in a healthy way, which is by nerfing the advantages SWFs gets from voice communications.
Eruption is too multi-purpose for it's own good.
It damages the generator for 10% progress, regression is fine.
The Incapacitated and Screaming are problematic. You cause a survivor to not be able to do anything for 25 seconds, you cant heal, you cant do totems, etc; Screaming provides information to the killer, making perks like Thrilling Tremors or BBQ not worth running when you can get the information from Eruption.
Creating an AOE to apply a problematic effect is not the solution.
Instead Eruption should regress a generator by 10% progress and automatically block all generators affected by it. Survivors can still heal and cleanse totems, thus not entirely being unproductive for the 25 second duration, and the slowdown would be good against SWF since it would have a guaranteed proc of it's effect (in a hypothetical sense, AOE can still be avoided, it would just make things even worse for SoloQ).
Eruption would work just as effective as before since it's strength against SoloQ is made worse but it is more reliable against SWFs. And with the Call of Brine and Overcharge meta it is not going anywhere with the changes I suggested.
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@YOURFRIEND said:
Blah blah blah solo bad. You ever get sick of seeing the same thing over and over and over?
- Push off of generator.
- Kick generator with Call of Brine, Overcharge, Eruption.
- Hit survivor.
- Leave to pressure more generators.
- Repeat until downing a survivor.
- Eruption hits most people on the team because it's SoloQ.
- Repeat.
Yea, I do get tired of seeing the same thing over and over. Wasnt the whole point of the meta perk changes to shake up the meta, yet we see less perk variety than before. Survivor and Killer had a lot more unique perks to toy around with, and at least things felt like they had some variety, but now, everything is the same for both sides. It literally had the opposite effect of what's intended, the game has never been more boring and stale than ever.
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@Piruluk said:
Remember how Trickstershadow, and Dowsey, Jaee, hyped that game, and there is a big market for balanced competitive 1vs4 game.
Turns out that they were completely wrong, and in fact dbd devs are knowing what are they doing, also all of them returned to play exclusively.
VHS fell off because of multiple factors, not just because of balancing issues. They had amazing momentum with their game on launch but never used that momentum to their advantage. They never really advertised their game. And more importantly there was a lot of mismanagement which hindered the game's growth.
Combine this with the lack of proper advertising the game never really was able to capture a bigger playerbase and only really blew up because a few content creators just so happened to notice the game. Ive only seen 1 ad for VHS since it's release and that was only for their recently released character, yet Ive seen more ads for other Asym Horror Games, even Evil Dead: The Game made better use of the momentum they had.
Not to mention how Beta Keys were a pain in the rear to get. Most people who wanted the play the game couldnt because the game was basically blocked off to a majority of people. And getting access to a working Beta Key was a horrible experience when most of the time they never worked.
VHS also had major issues with their servers and hacking, which I believe they ended up getting DDOSed and having their servers down for weeks as a result. Hacking killed the game early on because it launched with borderline no anti-cheat, it was worse than DBD's anti-cheat (but DBD is more mainstream so you are more likely to find cheaters, but that is besides the point). It led to a horrible consumer experience that turned people away from the game.
The developers are great, they seem to really care about their game and they really tried to get it off the ground, but their mistakes and mismanagement added up and killed their game before it could even take off.
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3225820#Comment_3225820
There is a video explaining this viewpoint.
That video was unironically both wrong and right.
It was made during the mid-chapter PTB, everyone was fine with OTR in the middle of the match, the main issue people had with the perk was during the Endgame when generators were no longer an objective, OTR could still activate.
Obviously this changed before it went live; so the entire argument against OTR is non-existent and most people are fine with the perk. But I think it is a good video explaining why OTR is a balanced perk with current OTR.
But that video has always rubbed me the wrong way since it was clearly suppose to say "yall are complaining about nothing" while never actually tackling the main issues people had at the time; it was like saying a car is fine because it has an airbag but ignoring the lack of seatbelts.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3267844#Comment_3267844
I was just giving examples of up some skills without the nurse being able to take advantage of them 🤗
I mean yea, I get that, but considering how BHVR is prone to bandaid fixing things, Im just saying something like that probably wont ever make it in the game, even if having perks effect each killer uniquely could make a lot of things better and fix problem areas.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3267485#Comment_3267485
I know what you mean; but on the one hand, as I explained, there is no reason to deprive the nurse of the above-mentioned perks, and on the other hand, it is not the nurse who has to suffer from a future perk, even if it is still invented, which could possibly be too strong. It is up to the developers to create a perk taking into account all aspects of the game present at the time of its creation.
On the other hand, what the developers could do to increase the power of the killers WITHOUT affecting the nurse's power, would be to transform the nurse's M1 into an M3, a new type of attack that would be unique to her, so that she could modulate certain attacks only on the other killers.
Example I had given before:
Jolt triggered by an M1: 40m radius
Jolt triggered by an M3 : 32m radius
K.O. triggered by an M1: current malus + new malus reinforcing the perk
K.O. triggered by an M3 : current malus only
Sloppy Butcher triggered by an M1 : current malus + intermittent screams of wounded survivors
Sloppy Butcher triggered by an M3 : current malus only
Etc.
That would be incredibly tedious to do for every single perk just for one single killer. BHVR wouldnt do it, and there are better workarounds.
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My matchmaking incentives have been stuck on Killer for a decent amount of time, but to be fair I have some killers with borderline default MMR because I havent played them and I really dont know if it influences things but Im going to assume it does.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3267458#Comment_3267458
Changing his M1 to M2 would prevent him from using NOED, Franklin, Jolt, Sloppy Butcher and K.O.
Except for NOED which I totally agree with, I see no reason why the nurse cannot use the other perks mentioned above.
Regarding Starstruck, a deletion of her TR when she carries a survivor is enough.
Concerning the other remaining "Exposed" perks, we have Dragon's Grip (that can easily be let out ), Make your choice (that can easily be let out if not coupled with Floods of rage), Haunted Ground (that can easily be let out , except for the survivor who might be chased bye the nurse), Hubris (will never be used against the nurse, unless you Head On or manage to knock her out with a pallet), Iron Maiden (that can easily be let out ) and Rancor (that can easily be let out unless survivors are already dead and/or the nurse couples this perk with others allowing to change the survivor obsession).
Apart from NOED and Starstruck which I agree are too strong on the nurse, only Devour Hope and possibly Make your Choice are really dangerous when used by the nurse. The others remain very situational, and if the survivors stay hidden during the duration of the malus, it will not generate any value.
The ideas I put up are not suppose to all be done at once. These are just ideas from the community that I liked and highlight as talking points for the community.
But with DBD still having more content ahead of itself, making Nurse's attack a Special Attack is the safest option, since there can be further perks that are released that prove to be problematic on Nurse.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3267040#Comment_3267040
Unless I misunderstood, the suggestion was to change the way the nurse attacked, and only her way; the other killers were not affected.
By changing her Basic Attack to a Special Attack, the only things that change is that Nurse does not have access to Exposed perks and they cant use perks that activate on Basic Attacks (Sloppy Butcher), the fundamental function of hitting survivors does not change at all, just more hits are required to down a survivor.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3267065#Comment_3267065
Infinite tier 3 is only okay because Myers is weak. If they buffed Myers like they should, it would be too much.
So let’s make him a better killer at basekit and get rid of the super strong addons that are artificially propping him up, infinite tier 3 and tombstone piece included.
This is a good point that I think almost everyone can agree with.
I dont think I have ever had a normal Myers game since MMR was introduced. Nobody uses normal addons, it's normally Tombstone or Infinited T3, but there is a clear reason why everyone runs it... Myers kind of sucks without strong addons.
Myers back in the day was not too bad when the killer roaster was small and people didnt know how to play, but it's 2022 and Myer's power aged like milk.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3267107#Comment_3267107
To be fair, I've done that with Clown. By itself, that doesn't prove anything. One of the points I was making, and I'm not saying that you're doing this, is that saying Nurse needs a nerf is an opinion and not a fact. There is an excellent discussion, however, started by @Iron_Cutlass in Feedback that is, at least as of yesterday, discussing what people think of proposed changes to Nurse. Post ideas here about it if you like of course but I'm just mentioning the other thread as it's focused on recommendations like yours.
I would consider it one of the few semi-productive threads out there when it comes to Nurse discussion. Most forum posts about Nurse just break down into two groups fighting, and while you see it a tiny bit in my forum posts, I would say a decent chunk of it is actual meaningful discussion.
It should be noted that with Nurse, my goal is to not gut her and make her unplayable. I just want to take some strong areas and tone them down a bit, or provide a much more clear counterplay to players going against Nurse since she is so mechanically different compared to other killers so most people dont understand it. I think Nurse has a place in DBD, she just needs to be tuned to fit into modern DBD.
Any and all ideas are welcome as long as they are productive towards the discussion. I appreciate the mention! <3
(Autocorrect changed "threads" to "threats" and for some reason that is funny as hell to me, I fixed it though.)
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3266854#Comment_3266854
"Also, idea of making her attacks requiring 1 more hit to be effective seems good to reduce her power."
No thanks. I can assure you that games against full DH, OTR, Styptic Agent, etc. are the most horrible things for nurses to experience.
Youre saying that when literally every other killer would have to deal with the exact same thing, but probably worse considering the amount of map offerings you see.
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@Wewantjason said:
https://forum.deadbydaylight.com/en/discussion/comment/3266583#Comment_3266583
Its a horror game. You're supposed to be punished until you know what the killer is running. This is literally why comms are powerful in the first place and why info perks exist. To counter being punished for not knowing. That is literally a flawed argument.
So its good against soloq and bad against swf? Ok. so you are telling me in a match with a solo player and a swf, it still dominates? There aren't many four stacks mate. Its usually 2 stack and 2 solo, or 3 stack and a solo. Most matches. Thats half or more people on comms in MOST games. It really just doesn't make any sense for you to say its only affecting solo players and not swfs when pretty much every match has a swf. Even if you get hit by it two or three people on comms and your own game awareness should really mitigate it.
I dont think you understand how little information perks deal with Eruption. And that is even suggesting I have access to those perks to begin with. Again, as I have stated in another reply, I moved from PC to Console, I went from having every perk to literally starting over. Having access to those information perks not something within my control at the moment since I am still unlocking them.
And most information perks cannot reliably track the killer and survivor positions at all times. At least until the new chapter releases, since Fogwise and Empathy counter Eruption (and I can reliably hit Great Skill Checks), the issue is that getting reliable information currently does not exist atm.
I have made the suggestion before to make Eruption block the generator automatically instead of causing Incapacitated. It would make the perk effective against SWFs because of the blocking always happening and make it not as oppressive against SoloQ since it no longer Incapacitates survivors. It would still be a good perk that fits into the gen-kicking meta along with Call of Brine and Overcharge.
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@Wewantjason said:
https://forum.deadbydaylight.com/en/discussion/comment/3266440#Comment_3266440
I may simply leave this thread now. I'm not often active on forums and completely read you, op, and several other people as the same poster like an idiot. I don't care to go back and re read each comment and reply. As this was all my mistake I do apologize sincerely to you.
I stand by my comments that eruption is not as powerful as OP thinks.
It's not that it is OP, it is that it is mechanically frustrating and poorly designed.
Why should I get punished for not having information when Im playing in SoloQ, which means I am going to lack information by default?
Eruption is a horrible perk against SWFs, but it makes SoloQ a miserable experience. And Im tired of people saying "just get off the generator" when it abundantly clear that SoloQ does not have that information readily available, SWFs can say they are going to go down and to get off the generator, SoloQ cant, even with perks you need so many factors to align just to get the information you need.
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@usesPython said:
https://forum.deadbydaylight.com/en/discussion/comment/3266121#Comment_3266121
No they lost ~1.89 generators from the killer getting 5 downs (125/90 + 0.5), the incapacitated effect is gen regression in the form of opportunity cost since otherwise they'd be sitting on the gen that just got eruptioned.
Compare this with Scourge Hook: Pain Resonance which would only cause 0.75 gens worth of regression and you might start to see why a perk having double the regression of a meta gen regression perk at the "cost" of kicking a gen instead of finding a scourge hook can start to be a problem.
The Killer also had Call of Brine and Overcharge, so all I could do is sit there and watch my generators get kicked while I cant do anything.
I wish Eruption blocked the generator instead of Incapacitated, Incapacitated makes a frustrating cycle where they kick the generator, regress it even more and apply Eruption again, only to get hit by Eruption again, repeat. Blocking the generator solves this frustration a lot, and at least I can work on my Archive challenges while I wait.
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@Devilishly_Rowdy said:
Yeah lets nerf every perk that rewards the killer for going for multiple chases and not camping. Then wonder why killers are camping.
Every killer I faced still camps and tunnels anyways. Do you think it is going to just magically go away? Camping and tunneling are the most optimal ways of playing the game when done right, so everyone is going to do it regardless if they are winning or losing, it's always been this way, and it will remain this way for a long time.
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@Wewantjason said:
https://forum.deadbydaylight.com/en/discussion/354846/im-just-really-getting-tired-of-it
you have multiple ways to track the killer and your teammate in solo q. You just don't want to run information perks.
I dont have many information perks unlocked on my account. I just moved to PC. I had to restart completely. And the fact that I would have to run two perks (one to track the killer and one to track the survivor) just to counter a single perks because I decide to play alone is dumb.
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I would change Smash Hit to not be an Exhaustion perk, but to instead just be a 5-10% Haste for 1.5-2.5 seconds after a stun of any kind. Kind of like Ghostface's Drop-Leg Knife Sheaf but as a perk for survivor. Plus it would reward survivors for playing unsafe pallets properly.
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Bots are a bit too buggy on the PTB for my to really say for certain how they will work in the live version of the game, but if they turn out to be the exact same, Ill just use them to have fun matches, they cant really represent a normally match with the way the AI is atm so practicing is pointless.
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@jesterkind said:
I definitely agree with the first two- making her attacks Special Attacks is a no-brainer that I'll touch on more in a second, and I think losing her tokens when she's stunned gives the survivor some more options for dealing with the most oppressive power in the game. I don't think pallets are really the most impactful stuns though- wiggle-off stuns, Head On, and Decisive Strike should also drain her tokens, because those are straight useless against her in the current state.
For the third, though, I don't think that's as good an idea. Since her Blinks should be Special Attacks anyway, reducing her TR isn't going to be necessary. If anything, she should probably have a bigger Terror Radius like Wesker does, so survivors have more advance warning. Though, I don't think that's necessary so much as one option that could be explored, I don't think her TR needs messing with personally.
Regarding Blinks for a second, I'm not sure why so many people respond to that by saying she'd have no way of using Basic Attack perks with that change, because... yeah? That's the goal? It's the whole idea, to stop her from using Exposed and other impactful perks. Still, it's not actually true- she currently has a gimmick addon that makes her 115% in exchange for disabling her Blinks after she lands a successful attack, so just retool that addon into a brown with slightly different parameters and it can allow for builds where Nurse uses Basic Attack perks.
The ideas I picked are not suppose to all by used at once, you can mix and match them, they are just community ideas I grabbed because I thought they were neat, and since I think it would create a great talking point for the community.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3265174#Comment_3265174
I may have misspoken about these statistics, I am not criticizing them at all; I would be hard pressed to do so, as we are not even sure of some of the details 🤗
It would be interesting to have an official response from BHVR (or a link to said response, which may have already been given somewhere) on the following:
- Are DCs counted as "kills"? Or are they just not counted in the killrate of the killers?
- when a player DCs in a game, is that game counted in the killrate of the killer it is?
The developers mentioned when MMR was first introduced that DCs are not treated as kills in the MMR system, nor are they treated as escapes or dying. Killers neither lose or gain MMR if a survivor DCs, but survivors lose MMR if they DC.
Considering how DCs are treated with MMR, they are probably excluded from killrates since the developers have stated they dont count as kills. But DCs still do affect killrates by making matches unwinnable for either side. People can DC to deny slowdown perks and cost the killer their game; people can DC at the start of the match and put the survivors in an unable position. It goes both ways.
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I think it would be interesting to have Medusa as a killer. Like imagine if your being chased by them, if you look at them you get hindered then turn into a stone for a few seconds if you look even longer. Like you have to loop but be mindful of where you are looking. Id, would be cool as hell to me.
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@GolbezGarlandGabrant said:
Needs to be like that one Haddie flashlight perk where I can rummage. I used it for one day last week and hardly got any value from it. First, I'm wasting time looking for a chest without using Plunderers and by the time I get injured and can search for a chest they have already been looted. Would rather just waste time looking for a totem and get multiple heals guaranteed from CoH.
Even then, Id rather just use Inner Healing (my beloved), a 6 second heal + removing a totem for a potential NOED is really underrated, even for a Universal/General Perk (sidenote, why the hell does BHVR never use Universal Perk and General Perk consistently, it really bothers me).
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Survivors have limited resources, people trying to make the best usage out of that is not problematic, players do not need to "throw you a bone"; what can be problematic is how easily strong tiles can chain into one another, which on a decent amount of maps is not as problematic as it use to be, but maps can still have this issue.
I would not blame the players involved though.
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@Rovend said:
Are you telling me you are not supposed to leave your 2m away hooked teammate be while you bless that totem?
Unconceivable
They were just 99'ing the blessing in case of NOED, it's a comp strategy clearly.
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@Remedicist said:
Very absurd change. It worded perfectly fine before and they managed to make it worse. Most people don't equip perks that only work when injured.
I mean Resilience and DH are probably the only exception to this, but at least they have applications that can benefit the player greatly. The change to Pharmacy was kind of just unneeded, it was a good perk, not amazing but not bad, just good, I liked it a lot.
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@Okonar_ said:
Its all about the timing and if he is inside the pallet hitbox to get stunned. If he is barely out, the chainsaw will break the pallet. Depends on ping as well.
Also the positioning of the chainsaw, if the chainsaw is at the end of the sweep (all the way to the left and right and not in the middle) you are more likely to get the stun since the chainsaw's hitbox is further away from the pallet. But technically you can also say it's timing here as well.
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Do you mind like not spamming the comments?
This thread is about discussing Nurse mostly, and less about forcing BHVR to change things. I like discussing and debating things, as well as seeing people do it, so I made this thread.
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@Coffeecrashing said:
She’s not even overperforming in the stats. Over half the killers are within a 5% kill rate difference. That’s barely anything.
And again, you keep talking about theoretical perfect performance scenarios. That’s not how real human players in real life are performing. In real life, human players aren’t overperforming with Nurse in matchmaking games, when you combine all the MMR levels together.
Yet again you are literally ignoring the information I put. I literally provided an explanation for the data, it's right there, yet you keep making the same statements and pretending like it isnt there.
Also it is how real human players in real life are performing, because I took that into account when making the post, besides, where the hell would I get the basis for the information? There is no AI that exists that just plays the game at peak performance for us (other than cheaters, but cheaters are often banned and excluded from the data, and most cheater AI play other killers than Nurse as well, mainly Spirit), so all the data is from real humans, since it is literally the only source.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3264510#Comment_3264510
Kill rates are meaningful, because they are based on the matchmaking system that the game uses. It doesn’t matter if the top Sadako player has a lower MMR than the top Nurse player, because both killers are being run through the matchmaking system.
Kill rates can tell you that Nurse isn’t overperforming in games that use MMR matchmaking (i.e. not the custom games). It doesn’t matter how Nurse performs in specific custom games, because that’s not the main game mode.
Killrates are not meaningful.
Does the killrates mean that Sadako is overperforming? Do we now just nerf Sadako?
It doesnt make sense to sit here and say Nurse isnt overperforming by using killrates but sit here ignore the fact that Sadako, the weakest killer in the game, a killer significantly weaker than Nurse, has the highest killrates above most other killers. The data does not show anything in regards to balance, Im tired of people using it as an excuse for balance.
Again, I provided an explanation behind the killrates, showing off what can be interpreted from the data, and how people are misusing the data. Please take the time to read through it and try to understand it because all you've done is ignore important information in which I have provided instead of repeating the same things over and over but not providing a proper explanation.