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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264350#Comment_3264350

    You didn’t consider the fact that most Nurse players aren’t overperforming. The vast majority of Nurse players in your games aren’t overperforming. That is what the kill rate stats showed us.

    Please Learn To Read Statistics.png

    I feel like this entire reply I made to someone can apply to this. Just my analysis from the data but personally BHVR never really gave us much information to work with.

    Killrates are borderline meaningless when it comes to showing how balanced a killer is, killrates are not a justification for nerfing or buffing a killer, instead I get a grasp for their strengths and weaknesses, I then balance around those strengths taking all skill levels into account.

    Most of the nerfs mentioned only affect high-tier players, in which Nurse is considered to be overperforming. Players who par average with other killers should be minimally affected suggesting MMR does it's job properly, but at that point, it's not an issue with the changes I make, but more so the matchmaking providing a proper platform for players to learn and grow, which it does to an extent.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264338#Comment_3264338

    You didn’t read my post. Most Nurse players aren’t “still learning” to play Nurse, and they aren’t overperforming either.

    It’s not one or the other. People don’t magically switch from “still learning” to “curb stomping everyone”

    "I made sure to consider all skill levels" was put for a reason. I considered new Nurse players, people who are average, and high-level Nurse players when picking the ideas. A lot of the stuff mentioned do not change much about Nurse's basekit for a reason.

  • @Coffeecrashing said:

    You assume that Nurse players are either overperforming, or they're still learning Nurse.

    The reality is most Nurses aren't overperforming, and they aren't "still learning" how to play her. Nurse has an extremely high skill cap, and most people aren’t reaching it. This is why the stats show her as not overperforming in the all MMR graph, and not overperforming in the top 5% MMR graph.

    Someone already made this point and I already addressed it. A lot of the stuff I put does not hinder someone trying to learn Nurse, I made sure to consider all skill levels when picking which ideas to put.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264103#Comment_3264103

    He is constituted out of the remains of the people who once inhabited the Garden of Joy, some 8 peeps if I recall correctly, so a Tommy, Phillip, Greg and Karen might have all been part of the crowd.

    More than 8 people, Im sure most of the people involved in the society are dead, including children considering the tiny skulls, hands, limbs, etc. This is also considering the amount of dolls needed for that one cosmetic he has means a lot of families were also involved. Some food for thought though.

  • I would avoid using insults, even if rather tame, this is an area for civil discussion, and insults normally lead to conflict regardless of how tame or severe they are.

  • @Akumakaji said:

    Isn't the Dredge colloquially known as The Turkey?

    I think a decent amount of people just give Dredge the most basic name ever, because whenever you take something scary but give it a basic name it's the funniest thing ever. "Oh no, Tommy is coming to get us," "we better be careful, Phillip might grab you off of a generator", etc.

  • I personally just say:

    Pyramid Head => Triangle Boyyo; Tri Boy

    Legion => The Leg (unless it is Susie, than I just call them Susie)

    Hillbilly => Billiam Afton

    Ghostface => Ghostie

    Onryo => Oreo; Onion; "The hit new killer Ringu from the book Onryo"

    Trickster => The Trickling (based off a tweet I saw over a year ago)

    Freddy => Sharp Hand Joe; "The killer that actually fits their gimmick by making you fall asleep in real life"

    Wesker => "Chris, I am stuck at the Seven Eleven, I can decide between buying Uros and Boros."

  • @hiken said:

    would be better to jsut delete her from the game tbh no survivor will miss her in fact the game would be healthier lol and many could get back

    I think Nurse can work in DBD, they just need some changes to bring her down a bit, since there are areas in which she is problematic.

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264058#Comment_3264058

    I play controller and have fun with her. She is not impossible. But you know what nerfs would mean. The fact she is low in the killer rate is because she is the most difficult killer to play. She is the only killer you don't menage to do anything when you start to play this game from 0.

    Numbers are not an opinion.

    The fact she CAN be the strongest killer in the game doesn't mean that the nurse in front of you is actually that strong and oppressive. Most people loose before even starting.

    A lot of my nerfs mentioned quite literally have little to no effect upon people learning Nurse. Read through it yourself and think about scenarios in which new players would be affected by it. (To define new players, I mean people who are decent at killer but have no experience with Nurse; Im not talking about people who are new to the game itself and pick up Nurse for their first killer, since it would objectively be a horrible idea to do so.)

    • People who are going to be learning Nurse should not be using Exposed perks, since it directly hinders their learning process, kind of like new killers using NOED, which can hinder their learning of the macro/micro game.
    • People who are going to be learning Nurse can learn to avoid pallets, and most survivors at low MMR are likely to misuse pallets anyways so people learning Nurse should not have any issues. It creates a new area for learning for both sides, and new ways of playing for both sides.
    • (Ditto Point #1 For Lower TR + Lullaby)

    A lot of the ideas I picked I thought about deeply. I made sure to think of ideas that would apply to all skill levels and create areas where people can learn and adapt new playstyles for both sides.

  • @norespnse said:

    I'm a Nurse main and the most annoying Killers to me are 1) Mastermind (Wesker) 2) Trapper 3) Ghost Face

    I can see why people may hate Nurse due to her strength, but at least if you get downed, it's because the Nurse player did good blinks.

    But here's why I hate the 3 I mentioned above:

    1) Mastermind - Has a chase power that gives multiple chances AND slowdown. Think of Demogorgon who gets one shot at his power and if he misses, he gets punished. Mastermind is allowed to miss his power and get a 2nd chance at it. And if he uses his 2nd to chase a Survivor past a pallet or window, he just vaults and can easily stay on the Survivor and M1 them. There's also the silliness that if he rushes at you in the corner of a map, he can easily throw you into a dead zone with no way to escape from getting downed with M1.

    Chase + slowdown is too intense and needs nerfs. Why do chase power Killers like Nurse, Spirit, and Blight not have built-in slowdown? Because it's busted to put them together. Just look at Mastermind's 65% kill rate stats both at all MMR and Top 5% MMR.

    And even on top of having to go and find a spray + open the chest + spray which is already tons of wasted time--if a Survivor doesn't spray, they get Hindered status, which reduces your movement speed by a whopping 8%. Also the bonus of there being a limited number of sprays, so he can drag out the match and you won't be able to get rid of the infection. Also if you're max infection, when he gets you with a dash, he can skip the need to have to pick up the Survivor.

    He has such a great chase power and it's amplified by extremely strong slowdown. It would be dumb if Nurse, Spirit, or Blight had slowdown and it's the reason why they don't have slowdown. This guy's slowdown needs to be massively tuned down.

    He's the #1 Killer that needs drastic nerfs.

    2) Trapper - Even though Trapper statistically has the lowest kill rate, it's just plain annoying not even being in chase and stepping into a trap. The fact that you can be screwed out of sheer bad luck is just the opposite of skillful to me and I rarely feel a Trapper has earned their win.

    3) Ghost Face - Nothing like suddenly being insta-downed because Ghost Face decided to 99% stalk you 3 minutes ago from the 2nd floor of Disturbed Ward.

    I mean if it is Trapper with auto-resetting traps that just sets traps at every pallet, I can understand it not seeming skillful. But Trapper can take some skill, you can kite survivors into traps, and a lot of thought needs to go into placement; I normally dont put traps at loops but think about highly traveled areas I go as survivor to plan where to put traps, with often the most deadly traps being the ones thrown into seemingly nowhere or random to other survivors. "You dont need anti-loop if they never reach a loop in the first place," is what one of my Trapper main friends use to say a lot.

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263948#Comment_3263948

    Its not nurse the problem. It's her power design. Dbd's chase system doesn't have a space for her (it seams).

    You can rework her making her a 4.4 m/s with 1 blink only. Every proper nerf would make her totally unplayable. People asking for nerfs never play this killer. It has the lowest killer rate for a reason. PC is not the only platform guys...

    Coming from a former Console player, I struggled with my Nurse Adept because survivors would give up, not because Nurse itself was hard, it took me 3 games before I understood how to use Nurse's power. Granted, I have played a lot of games that require good tracking, prediction, and timing in order to do well, so Nurse came naturally to me. Im really tired of people saying that Nurse is hard on Console/any platform that isnt PC when many people have showed it is not the case, and myself included have been able to play Nurse without such difficulty that people stress over.

    My main issue with Nurse is how her counterplay is not clear to most survivors. In a casual setting, most survivors do not know the proper counterplay to Nurse since she plays different compared to other killers (for both sides). The main points I put address some problematic areas of Nurse as well as providing some counterplay survivors can pick up on and learn.

  • @ScrantonicityMK said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263640#Comment_3263640

    I have no problems with killer players getting extra BP and playing to win. This post was directed towards those who just BM on purpose, which is completely different.

    But there is literally no way to tell what type of players you are going against until you are in the match itself.

    What if these offerings are used against people who show good sportsmanship? Or better yet what if the survivors are the ones with the bad sportsmanship? Your original idea does not solve anything, it only creates more problems.

  • @JustWhimsical said:

    Someone who can do a reasonable take that isn't just nerfing everything to the ground so much that Nurse is unplayable? I agree with all your changes honestly, these are all super reasonable so big props. I honestly genuinely haven't seen such a genuinely balanced take on something on the forums in so long lol. I don't even know whether I could give feedback cause all of these ideas are like perfect, where it removes the unfun aspects of going against Nurses and keeps the aspects that make Nurse unique.

    I was really tired of seeing people come up with ideas on making Nurse more your average killer, removing a blink, nerfing her remaining good addons to the ground, stuff like that. Where it just genuinely is just trying to make Nurse into a rework Freddy situation. I guess the only issue is that like GrimReaper was saying special attacks also mean less perks work with Nurse meaning less variation, but I personally only use info perks and Shadowborn so I can't really say much on it so I wont.

    A lot of these ideas are taken from various community members but have been thrown around so much that pinpointing who actually had the ideas first place is insanely difficult. I just picked the ideas that I liked the most to provide talking points for community discussion, since I feel like a lot of people either just really over-nerf Nurse or dont provide a good area for discussion (since it is either heavily one-sided or not civil discussion). The main points I picked just focus on reducing some strong areas and creating strong counterplay or ways of play for both sides but still allow people to discuss these ideas as well as talk about new and possible solutions towards balancing Nurse.

  • @Coffeecrashing said:

    If you want this thread to be useful, you might want to ask for NEW suggestions, that haven't been mentioned on these forums before. Some people are tired of the Nurse threads because they never suggest anything new. Will this thread be any different, or will it just be the same tired suggestions again?

    All productive discussion is allowed, if anyone has new ideas on balancing Nurse, it is welcome in my book, and they can feel free the reply/comment with it. I just posted some community ideas to provide some simple talking points to start out with, but the main focus of this thread is civil discussion about balancing Nurse.

  • Devotion Resurgence:

    With blood on your hands, the Entity rewards and encourages your devotion, granting you strength for a greater cause.

    Upon hooking a unique survivor, gain a token up a maximum of 4 tokens.

    For each token granted to this perk, a random window within your Terror Radius will be blocked when you vault a window.

    This perk has a cooldown of 30 seconds.

  • Yea it honestly sucks. I feel like it should have remained the same since it rewards the killer for using their power properly, I ran it with Billy a lot and even when hiding Devour by only going for M2's it still got cleansed more often than not. Most people take "if it glows, it goes" when it comes to totems to heart.

  • Hex: Devour Hope is only revealed to survivors upon a Basic Attack when Devour Hope has 3 or more tokens; or upon a survivor being Mori'd with 5 tokens of Devour Hope.

    Myer's Tier 3 counts as a Basic Attack so it should revealed Devour Hope upon reaching 3 tokens, however killers with abilities that count as Special Attacks (e.g. Billy's Chainsaw or Huntress's Hatchets) do not reveal Devour Hope.

    EDIT: Devour Hope does not get hidden from Special Attacks like it use to be, never knew that it was changed until just now.

  • @Crowman said:

    It is kind of annoying having 2 characters with the same cosmetic. Some cosmetics survivors have look more like a different character and it can be confusing trying to figure out which survivor is whom due to cosmetics.

    I agree with this a lot, when seeing people use the Jill outfit and the Jill cosplay for Feng, there was not a significant different between the two, and I would end up getting confused and accidently tunneling the recently unhooked survivor instead of the unhooker.

    It happened so often and just felt really bad, since I prefer to go for the unhooker.

  • @AverageKateMain said:

    I'm gonna say this as an extreme hot take but I have to ask. What is wrong with you killer and survivor players? Why do you guys do this thing where you seek validation from the other side for playing the game? For example "I dont camp or tunnel and play fair but all I see are sweaty survivors with toolboxes and bnp". Another example is "I dont run gen rush perks or even exhaustion cause I want to have fun but the killers are running nothing but slowdown". I didn't realize in the 6 years of this game that people need to seek validation just for playing the game.

    It's not so much validation for me, but more so just empathy.

    Just for the sake of examples... Whenever I play survivor, I get relentlessly tunneled out of the match until I am dead (even if it causes all the generators to get done), it feels like I have no time to relax between chases, and it hurts me post-game since I dont get objective or altruism BP, and since I am on a fresh account since I moved from Console to PC it feels really bad to not get much BP because I was chased the whole game. So whenever I play survivor and I tunnel by accident, I feel bad because I was in the same situation, so I avoid doing it.

    I dont really care about winning, that being said, but I just want the game to not be as frustrating as it is. It's why Ive taken long breaks from playing.

  • And my friend in a SWF can do very well and went from Ash to Iridescent as survivor with very minimal effort because we know how to use comms properly. Keep in mind we are a due and not a 4-man SWF.

    Getting information and knowing how to use it is insanely valuable. Which is why I consider aura reading perks to be incredibly strong for survivor and are always a part of my SoloQ Build.

    There is no abuse nor exploitation of the "pip system", it's just people playing the game and understanding how it works, hell, most people dont even look that deep into it, ask most people in the community and they wont know what emblem conditions are required for pipping for killer let alone survivor.


  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258981#Comment_3258981

    That was my first thought as well. The exact same principle applies when you get a 4stack who brings 4 commodious+spool+BNP and a Badham offering. Is winning by extreme overkill and getting matches that offer as much resistance as a gentle breeze entertaining? I don't think so, but given how often I encounter it, the answer's gotta be yes for a lot of people.

    Some people will argue that they need that level of hardball to play against most opponents at their level, and getting a lobby of solos that folds at 5 gens/a killer that gets 2 hooks all game isn't their normal result. If they're conscientious, they'll acknowledge MMR messed up with that match; if they're not, they'll just say the other team needs to git gud, but either way they don't think much of it and they move on to next. Other people don't care either way or actively enjoy the stomp games, because for them, the fun is winning, not the interaction itself. And some people just think it's dumb to deny yourself the most effective tools if you have access to them, so why wouldn't you use the strongest stuff?

    It really boils down to different people having different and sometimes irreconcilable ideas on what constitutes fun.

    When one side can bring in the best possible items, the other side is more likely to do the same.

    People who play the strongest killers with the strongest addons and perks are only trying to fare well when put against people bringing BNPs and meta perks (and vice versa). People see it as the only way to compete against others, it's a vicious cycle, and it shows the discrepancy between meta and off-meta stuff.

  • People want the best chances of winning, of course it comes at the dismay for those who want a casual experience.

    This doesnt just apply to killers, it applies to everyone.

  • I think Hex: Ruin should have a different effect on top of the regression. Like imagine if every 40/35/30 seconds the Entity broke a dropped pallet around the map automatically as well. Nothing game changing but good quality of life, since that's all Ruin is nowadays, it just saves you time from doing a basic task like kicking a generator.

  • @VaporLion said:

    I thought it would be kinda interesting to see what Killers are the most fun to play against.

    Here is my tierlist:

    https://us.v-cdn.net/6030815/uploads/G020R29ONPK7/funtoplayagainst.png

    What are your favorite Killers to play against ?

    My tierlist is about the same, the main different would be throwing Nemesis lower and Pyramid Head higher.

    Nemesis is just super buggy and most of the time you dont hear or see them pulling up their whip, it just feels really bad to play against. Pyramid Head on the other hand feels a lot better to go against from the visual and auditory feedback being really clear, the two are nearly the same power-wise, but I just like facing PH a lot more.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258789#Comment_3258789

    This compensation is for players who couldn't log in at all and missed the login rewards particularly. All those who were being compensated for this issue have, and have received their compensation.

    Oh okay then. Did those affected by it also get the Event Tome stuff as well or was it only the login rewards? (Just curious)

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258696#Comment_3258696

    the rewards are automatically added to our players account, so those that were affected should have automatically received them.

    I was having issues where I couldnt play the game due to the game closing/crashing, but it was not as bad as everyone else since I was able to play for a decent bit of the event since I ended up re-installing the game multiple times to get my game to work.

    I havent received anything despite this, do you know if I will receive compensation for this?

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257559#Comment_3257559

    Don't forget that she can also pressure the entire map!!!

    Yeah, I think she should be 110% as well. Incredibly oppressive killer.

    Going to disagree to a degree, Artist provides a lot of visual cues for their power, most of the time I dodge the crows if they are sent from across the map, and even if they hit me, there is normally a locker close to the generator I can hop in and out of to remove the crows.

    Also Artist already slows down when on their cooldown for their power, there is an addon that makes her move faster during cooldown but it is borderline useless compared to Artist's other addons.

    EDIT: Another thing to note is that Artist still takes two shots to take a health state from across the map. Artist has anti-loop but Artist is a set-up killer and is destroyed by holding W, making her 110% would just make her weaker since it would make holding W more viable against her.

    A killer like Trickster moves slower but their design is more for anti-loop than range (similar to Deathslinger), they move slower but can chain health states easily when played right, so having them slower makes some sense. Getting caught in a complete deadzone against Trickster is basically a death sentence.

  • @Sweet_Potato said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256135#Comment_3256135

    Bubba is a noob stomper. He is completely trash against good survivors. Killrate of sadako is considerably higher.

    https://us.v-cdn.net/6030815/uploads/5BKBV7UR0PK5/grafik.png

    And still I manage to 4 k with bubba on this map almost everytime. You just have to know that looping shack for ages is not the play there.

    image_2022-11-07_103019715.png

    Please stop using statistics to support your argument if you dont know how to read and interpret statistics. Im tired of seeing people on the forums do this.

  • That was suppose to be a joke?

    Im sorry but Im still trying to wrap my brain around what is even being said in the first place.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255569#Comment_3255569

    It has same problems as medkit. Very limited number of heals (so 3gen camping hit & run killer with 3 regression perks WILL win), possible long search time for totem and really bad if somebody else needs boons or also takes inner healing. If I was to take limited heals, then BTL with good medkit is WAY better and otherwise pharmacy is a little bit better (if you can spare coin for 5 chests).

    I mean yea but the issue with 3-Gens is entirely dependent upon your teammates. I rarely 3-Gen even in SoloQ. But that is more of an issue with generator spread, on some maps generators are too far and most killers cannot pressure some parts of the map, on some maps generators are too close an survivors are always pressured by the killer, I think BHVR needs to find the right balance when it comes to map generation.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255497#Comment_3255497

    Maybe all those nerf COH would all disappear if they reverted SC nerf. I know myself, the I would not touch CoH with a long pole if SC came back to it's previous numbers (where community called it killer's perk). Or the other aspect that I don't care about - remove altruistic healing speedup altogether. I don't care about that one. I want to have CoH when my brown medkit runs up or when killer hits me with franklins

    Everyone is really sleeping on Inner Healing for self-healing. A 22 second self-heal + getting rid of a Dull Totem, like it is pretty good in that regard. Plus it is a Universal Perk so everyone can use it.

    Ive seen people say "but what about Pentimento" but honestly I rarely see anyone bring Pentimento as of recently. Ive mostly seen Deadlock, DMS, and Pain Res recently with the occasional aura reading perk here and there, also ya know, Call of Brine + Overcharge + Eruption, but albeit you always see those 3 perks together and never in a diverse setting.

    I kind of like Inner Healing, even if it is straight up a boring perk, it's one of the perks that I use to heavily rely on when I first started playing DBD (back when the Stranger Things DLC was a thing), it kind of has a special place in my heart right by Balanced Landing and Iron Will.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254420#Comment_3254420

    So you basically want the perk to be as useless as reactive healing. Got it. No thank you. I would rather take even autodidact then your version of COH or reactive healing. At least autodidact counters anti-healing build. Those 2 would be (reactive healing is) beyond useless

    I know I am late to responding, but it is just an idea, it can be modified further and changed to be better balanced.

    I just want more interesting and dynamic perks, Im getting tired of "if ____ does ____ then you get (insert buff/debuff) for ____", it's a boring formula we see over and over, and there are better ways of going about it.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255458#Comment_3255458

    Exactly, it has a 4% base chance. I have managed a normal unhook once in 13 days of play time. And that's also why i suggest dropping the number of attempts allowed, maybe even drop the percentage. It should still be a rare thing, just feel luck builds shouldn't have such a huge downside

    The ability to unhook yourself is quite powerful since survivors do not have to waste time running across the map to unhook. So a 4% base chance was made for it so it is not unlikely but still very possible.

    Every single time I have unhooked myself, my team has won the match since the time saved allowed us to do generators or open the exit gates. Self-reliance in a team-based game is one of the many reasons why items like Medkits are powerful, and perks like Deliverance see competitive play.

    One of my main issues with DBD is Luck being underutilized for a mechanic, outside of self-unhooks it is useless, which makes people less likely to bring Luck Offerings, thus making self-unhooks really unlikely in public matches (without SWF, since SWF can coordinate Luck Offerings to a degree).

  • @Gamedozer7 said:

    Or I'll keep playing the game and having fun. Just so you know people complain because they care and there's been quite alot of changes happening on both sides just because they're not the things you wanted doesn't make them not good changes

    You know what, even if the wording is a bit off, this is probably the best possible response.

    Sometimes you have fun with DBD, sometimes it is frustrating, and I feel like everyone just ignores all the good times they have in the game because they're clouded by the negativity and frustration. The game is in a better state than it has ever been yet you see people being more negative than ever.

    Dont get me wrong, the game has it's issues, but the developers are trying to at least do something albeit they are incredible slow at making those changes, all we can really do is provide as much positive and negative feedback as possible to push the game into a better direction, since if you really care about something youll criticize it for what it is.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254657#Comment_3254657

    This is something I remember considering when originally making the rework, but ultimately decided against it

    The reason why is because at the end of the day, Billy's chainsaw is still a tool that can be used for mobility and is an insta down. Part of Billy's high skill ceiling is the micro management and I wanted to keep that, but also make his chainsaw a bit more accessible and forgiving to learn.

    His chainsaw still has a huge skill gap. Regardless of the mobility and insta-down ability, most people regard old Hillbilly as being balanced if you are excluding insta-saw addons (since insta-saw was the only problematic aspect to Billy), this is because Hillbilly is satisfying to both play as and going against since his power is fair in actual practice.

    His power has counterplay for survivors, and optimal play for Billy that still rewards going for outlandish and interesting plays. Hillbilly was so dynamic back then, and most of the changes mentioned push Hillbilly towards that direction again, but ignores the elephant in the room which is that Billy was too strong at camping which is why he received changes to begin with (with Bubba ironically taking their place as a result, but I think BHVR has given up on trying to remove camping since then due to how much nuance there can be with being in close proximity to a hooked survivor).

    Making camping less desirable but making his power functionally feel just as good if not better than it use to be should be the go-to in my opinion. It makes the game more fair and interesting for both sides. It's not about making him stronger or weak, it's about making Billy feel good for both sides.

  • DH is fine the way it is imo.

    Most of the time if someone pulls of DH, I compliment them for being able to nail the timing. Considering how DH does not instantly give you the Endurance effect and the duration of Endurance is short enough to wait out in most instances.

    From my own experience, half the time I go down with DH is because I either DH too early and get hit before the Endurance, or because I did not use it right; and even in the hands of good players, DH does have limited application.

    There are some situations where they DH at a pallet and they pull of DH, but even then, I do not feel as bad dealing with it since they have to spend 14 seconds mending and another 16 seconds to heal (total of 30 seconds not on a generator, which is not too bad). Mending helps balance it out a bit so it does not feel too rewarding from the survivor's end of things, it makes getting DH'ed by a survivor feel less like a kick in a gonads compared to old DH.

  • @Laluzi said:

    I've been alt-tabbing the hell out of DBD for two years now and I've never had an issue - not what you're describing, and not the crashes one other person recently brought up.

    So there's got to be some conflict somewhere, but I doubt EAC is the root of the issue.

    As stated in a reply I made, EAC is not the issue since other games with EAC do not react the same way.

    I am running this game through GeForce/NVIDIA since I run OBS through my other processing unit to properly capture things without slowing down the game or tanking my FPS.

  • @HugTheHag said:

    I play on fullscreen on PC, and while I do have problems of DBD taking my mouse hostage when I want to use my NVIDIA overlay (to record a game for example), I usually don't have a problem with alt + tab.

    My issues with Alt+Tab normally occur during the game's start up (when the intro cinematic plays), Alt+Tab covering the Taskbar rarely happens, but it does happen nonetheless. But whenever I try to Alt+Tab to another tab or program on my PC, it will always cut to DBD before anything else despite me not selecting it half of the time (I play on Windows 11).

  • @Remedicist said:

    I think it has to do with the anti-cheat system. You can't even use nvidia filter fullscreen without first going to windowed mode due to the anti-cheat software.

    I never had this issue with other games that use EAC though, Ive only had this issue with DBD.

  • As a Billy main, I love this a lot, but I can see some parts of this being problematic.

    I feel like Overheating should only apply when in close proximity to a hooked survivor with the intensity of the Overheating being based on the distance between you and the hooked survivor. Something to heavily decentivizing camping with their power but not hinder their chase potential, since I like the idea of Overheating only taking a single health state instead of two health states and think it could be really applicable to stop camping with their power.

  • @MemmoryBadass said:

    Please BHVR you can do this on sadako.

    Made her can phasing through pallet and window like this.

    She is a ghost like guard.

    https://us.v-cdn.net/6030815/uploads/SQZRY36PWJS1/20221104-153515.gif

    Wait they go through objects? When I was playing the PTB they never went through objects unless it was the alert animation (when the banner/standard is being placed).

    In all seriousness, I agree that they can make her go through pallets and windows or something, it would make her a lot more intimidating and make pre-dropping strong pallets against her completely useless (like the hallway pallets on old RPD and Lery's).

  • I dont think it should be nerfed, I think it should instead be reworked.

    I had the idea where within it's radius, you passively heal yourself 1.5%/2.5%/3.5% healing progress per second until 50% total healing progression. Just something interesting but not insanely strong since it requires survivors to still find a teammate to heal. Also I feel like it would have some interesting synergy with perks like Reactive Healing, etc.

    EDIT: This is just an idea, Im not saying to do this exactly the way I put it, Im saying to just experiment with new ideas and concepts, Im tired of the same old perk formula we see.

  • @Nirgendwohin said:

    unfortunately it's time to record every game again.

    the bad thing is that in addition to the obvious cheaters there is a whole horde of hidden cheaters.

    I did not record my last match with a cheater (my OBS was having issues) but they were painfully obvious, I went to go pick up a survivor but I stopped right before doing it because I remembered there were flashlights in the lobby and a Meg just teleported right in front of me while Self-Caring. Also whenever I would down them, they would just teleport and their trails of blood would just vanish. I ended up DCing and even the survivors post-game chat were making fun of them for cheating.

    Even when trying to be subtle they make it so painful obvious.

    Private accounts make it even more of a dead giveaway.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252585#Comment_3252585

    I'm still gonna subscribe to the idea that it is PTW, since the Shrine is completely random and very inconsistent. Some perks also just haven't appeared in the Shrine to date.

    You're right though with the cosmetics returning, forgot about that. :)

    https://forum.deadbydaylight.com/en/discussion/comment/3252607#Comment_3252607

    I'm gonna take this one line by line.

    i mean you wanna have more than 6 years of work be given away for free or for 20 bucks? the company behind overwatch is somewhat bigger than Behaviour, they gotta pay their fees, their employes, gotta pay LOADS for technical equipment and the servers themselves cost something to.

    I'm just looking for a higher quality of content. I didn't say that everything either needed to be $20 or completely free, and if that's the point you took away I suggest you try reading my post again.

    BHVRs model is to give dlcs/characters with their aditional perks, and you can unlock ANYONE except the licensed ones for free with shards. I bought an ultimate edition and going to buy the dlc if the characters keep being that interesting to me, just because i dont want to grind. But your not forced to pay characters just because the additional perks, because in this game there is way more than just "killer x with perk y is stronger so you need it". There is strong players that will loop you for 3 gens and there is the ones that cant mindgame the simplest things. As there is strong players on killer side who hits every single hatchet or throwing knife while there is that newbie trapper walking into his own traps. The game has no winning condition too. Its not like if you dont escape/4k you cant progress. It just means you get less amount of bloodpoints.

    Ah yes, after the 42 hours (give or take a few) worth of grind it takes to get 1 single character it is totally reasonable to expect that everyone just earn it for free!

    Like that is just absurd. 42 hours of play for one unlock is just not okay.

    If I see another "you're not forced to pay." You are essentially strong-armed into either devoting your life to DBD to unlock new characters or paying for them. There is no choice if want to play the character within a reasonable amount of time.

    what do we actually get for free in dbd?

    -maps

    -bugfixes&QoL changes

    -event gameplay

    -balancing changes

    These are just... normal live service additions. Stop trying to market these as special important virtuous deeds BHVR goes out of their way for.

    The employes at BHVR work every day, all of the things they add/change needs new programming, some things that seem minor are not done in 10 minutes. Now i have no clue about programming but i happen to know what costs you have as a company. Ours is small and not in gaming, i cant imagine how expensive running an ongoing game is.

    I do indeed know how programming works, thank you for explaining I guess?

    Would you rather get the quality lowered or the amount of content becomes less? Because if they are going to reduce the amount of money they get with their buisness model then we wont see as much work in this game as now. Just backtrack to the few last major updates. 40 perks reworked, QoL changes left and right and you can be sure theyve been working on the bots for quite a long time. Also the changes about the cheater problem. All of that is work that needs to be payed.

    What a weird ultimatum. DBD is such a small scale game that you'd have to be willfully ignorant to believe that they're just barely scraping by with the amount of monetary intake that they'd be receiving. I would like a more consistent and quality product tho. They were the ones that make the weird decision to not just test out perk changes in each hotfix like they should do. Yes, they are working on improving the game, but to suggest that them making their business model more friendly would make the amount of content take a nosedive would suggest that they're a plethora of content to begin with. As I made an example of prior, Warframe is absolutely free and much larger in scale. Hell, even premium cosmetics can be earned for free through trading.

    I think you're just choosing not to see something here.

    BHVR, unlike other, way bigger, companys is very generous. I know a certain big name where you could litteraly wait half a year until they would fix a few very gamebreaking bugs, while they do less, much less work than bhvr does but get way more money because they blatantly sell ingame curtesy. The amount of money they make alone from microtransactions is more than bhvr probably makes a year with all those things they work on. Would love to rant about that certain big name but i dont want to name&shame.

    Yes, that company is named BHVR. Are we just gonna ignore that broken state of multiple updates in a row back in 2020-2021? How console is still terribly optimized? Acting as though BHVR is a shining virtue among the gaming industry just feels gross and ignorant, and to suggest that BHVR is generous is actually hilarious. Though, I guess among the wave of cynical, downright predatory marketing in the modern industry they are at least doing better than many others.

    And lastly, about the skins. Yes. ok they are expensive, your right about that. But thats not something that is forced upon you, personally i bought alot but thats my decision. The skins i have i do use and like seeing them, even on the killers while the weapon is the only thing you see while in a trial, it just gives a bit individality and on the menu it doesnt look all the same. Also i hardly had to pay for much legendary ones, i dont think i got many of those. Even the green rarity stuff and even some of the cheapest looks good, i also like to combine from various sets.

    The problem, once again, is that these expensive skins which could be way better are instead coupled along with the various other monetization methods of the game. Good for you for buying the skins. They are still too expensive.

    Again, why I stated that the Shrine of Secrets needs a complete rework. It is very outdated since it was designed when DbD did not have has many perks, but nowadays there are too many perks to rotate and BHVR often forgets about perks which makes getting perks consistently from it difficult since it entirely relies on luck more than anything.

    But on a technically level, you can in theory get all perks, including licensed perks, from the Shrine, so technically it is not PTW, but regardless of such it is not practical at all to get all the perks from the Shrine from the inconsistency and time required.

    But back when the Dredge first released, I made a Forum post showing how long it would take to get every perk just from the Iridescent Shard grind alone, it's really outdated since the amount of Iridescent Shards needed increased since then.

  • @ATOMIC_ACE_PUGG said:

    I don't why people hate exclusive cosmetics so much why can nothing ever be rare anymore? It's like GTA5s pre order hammer and now it's buyable for ALL players. Now someone like me who never pre ordered can easily get it ruining the entire feel of it. Is this the results of Boomer "ME! ME! ME!" generation mentalilty and the Millennial/Zoomer "I MUST HAVE EVERY RARE ITEM NOTHING CAN BE RARE OR EXCLUSIVE" internet mentality bitting us all in the rear because I hate seeing it in games it's such an annoying mindset. Why can't video games have rare or exclusive items anymore to show when the fans supported the game or how much they did. This mentalilty is honestly ruining a lot of games for me

    Exclusivity is often used as a predatory marketing tactic.

    Things can be rare, most people are fine with rare items being in games since it makes things interesting. The issue is when you state that something will become rare and put it behind a paywall, it pressures people into purchasing it since they do not want to lose out on something that will be rare and valuable in the future.

  • @Shi283 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252574#Comment_3252574

    I heard that the reason why there are only two Nemesis zombies is because of the specs of the Nintendo Switch.

    I thought it would be difficult for the knight to summon three bots

    The Knight can only summon one Guard at a time, so it should be fine as long as it is coded right. But knowing BHVR, the game might explode for a few weeks on Console platforms until things get patched like the first RE chapter.

  • For Killer: Brutal Strength, there is something that is so satisfying about just breaking pallets really quick, it's like a mix of the audio and the explosion of wood happening on the screen.

    For Survivor: Any Means Necessary, it combines the utility of being able to see dropped pallets and pick them up with an unintended effect similar to Alert, if you see a pallet aura disappear, you know that the killer broke that pallet and that they are over there, works on stealth killers unlike Alert. Just overall a good perk.

  • Im going to disagree with the "DBD is Pay to Win because all of the best perks are licensed" because the Shrine of Secrets means that you can *technically* get them all for free. I just wish the Shrine of Secrets had a cheaper and better system for getting those perks, even after the perk rework the Shrine is super outdated.

    Also the Rift being FOMO is also something I disagree with, since most Rift cosmetics do make a return to the shop, but I feel like BHVR needs to state that on the Rift that way new players do not feel pressured to buy into it by thinking it's like other games. There are also some single piece cosmetics from when the Rift was brand new that should make a return to the shop IMO but I think BHVR has literally forgot about them to begin with.

  • @ATOMIC_ACE_PUGG said:

    You should be able to change the scratch mark color to whatever you want it's a good thing I remember debating this with so many people on reddit who thought it would break the game

    Not just that but the color of Auras should also be able to have their colors changed (for both sides).

  • @Mooks said:

    The accessibility tab was just added with the most recent midchapter update!

    before that, colorblindness settings were located under the graphics tab

    Never noticed it, but to be fair, I was probably just checking the wrong tab like I mentioned before.

    Either way, glad it is here so people can have an easier time finding accessibility features.

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