JustAnotherNewbie
JustAnotherNewbie
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Unless the map has changed since I last played (late November/early December), it has a nasty 3-gen spot. I've had killers not willing to chase me in the houses once they've spotted it. And many times the lack of co-ordination from survivors also doesn't prioritize those crucial gens unfortunately. So we end up 3-genning ourselves. If the killer can put two and two together, then we're not getting that last gen.
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Used it today, must have missed so many during my absence.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/375371/i-would-love-a-fanservice-month
They already sometimes do fan cosmetic contests.
An entire month dedicated to fan ideas is probably a bad idea. Most ideas produced by the community are not really not great and the ones that would be interesting essentially don't fit dbd's existing systems.
It could be like a special mode, so people can opt out of it. And maybe give extra BP if you participate in it, so as to incentivize it, but not mess with the core game.
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@Krazzik said:
Sex in dbd?
That's not the only thing fanservice means.
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I have so many favorite survivors...but I will limit myself. I mostly play Ada and then Nea. Also love Hange Zoe from Attack on Titan (Zarina), but I don't own her yet (unfortunately)
As for killer, it's probably Artist/Carmina. I wish we could get her as a survivor too, it would really fit her I think (like a real survivor not a cosmetic for the killer)
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Why you gotta hate on Haddie, she's cool.
It would be nice if some forgettable/underpowered perks got a small buff.
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@faithfulknight said:
Tear gas grenade that irritates killer eyes and receive a drunk vision like clown bottles.
Grenade that attach on a breakable wall and explode.
Caltrops grenade that slows the killer down when they walk on it.
Smoke grenade that hinders the vision to everyone and disables auras inside the smoke.
Incendiary grenade that stops things from going through.
Incendiary: What kind of things do you mean though? Like projectiles?
I think a sort of trapper kind of playstyle for survivors would be interesting. But I'm guessing it needs some set up.
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/358617/gen-rushing-solo-queue
I don't believe you because most killers that run these legendary 4 regression perks are in the red grades it's the only stuff like that belongs in higher grades,you said average which means you're somewhere between the gold and ash ranks.Which means those dudes only play with killers you buy with shards and bunch of ghostfaces.You are asking for buffs in a pleading way.
Also anyone who has been playing this game knows you need to climb out of the lower ranks fast to have better games and casual players don't even want to be in the red ranks so they purposely kill them selves and buffing solo que want make somebody from DCing,it want make them from not going down,it want make them come save you,it will still be the same and swf will only have another tool.
Grades don't reflect skill. They are not a rank. You're not really making a good impression atm.
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I think you'd need to unhook yourself at least 3 games in a row to start getting suspicious. The thing you experienced is possible, albeit the chances are extremely low (idk if in the first case one could be cheating) and it probably won't happen again anytime soon.
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Hm...many times ssurvivors running those perks and being laser focused on hatch play are really obvious by the way they play. They avoid taking aggro and they hide when killer is near. Heck maybe even avoid going after the box when it's against Pinhead. Not to mentioned that they almost always stop progressing the game if there's only two left (even if it's only one gen left) and I feel they affect the game a lot more when they decide the game is going south (at least in their mind, even if the game is perfectly playable/winnable from my pov at least).
Maybe they simply don't wanna try hard enough? I've personally ran Clairvoyance (I feel it gives more incentive to do secondary objectives like totems which can benefit the team in the long run and the aura reading of objects is nice) when I'm trying hard to pip and try to play safe. I'd like to think I don't follow the same pattern as the other examples I mentioned above but who knows. I personally see Clairvoyance/Left Behind as a late game perk in case you happen to be left last, not something you should be forcing. As in it's an insurance for higher chance of escape when things get dire imo.
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I personally try to crawl away on some corner of the map if I'm being slugged. If I've being sacrificed I just miss the skillchecks to hasten my death. I don't think I've intentionally turned on a teammate although many times there have been teammates who have been selfish from the beginning of the game. So yeah, in that cases if sucks to see them escape or even been gifted hatch/exit gate by killer.
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Maybe 4-man SWF is a cover killers use, so solo survivor gets no buff🙄
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Most of the time I get killed. If killer is nice and the game felt close I feel lucky and give them "<3" in post-chat. If we got absolutely destroyed idk, it feels a bit weird to be honest.
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The problem is the game design. By not knowing what you're up against you cannot prepare accordingly. That's the unfun part, because people are playing with different expectations and intentions. If there was a casual mode and a try-hard mode maybe you wouldn't see those kinds of complaints about "tryhard" or "sweaty" killers/survivors as often.
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@illumina said:
As the topic states, I've seen videos of how they are useful for saves and what not but in reality, do they really bring anything to the table in a match? The issues I see with it is:
1) If a killer is in chase, you have to chase the killer to save the survivor. Time better spent working on a gen.
2) Seems pointless to flash a killer during a pallet drop/stun because they just listen for noise and follow you anyways. I've had some killers run me point on during flashes.
3) Perk for blindness is pretty much useless. This will only be useful on new killers with no sense of how hook placements are. Any average killer will know that a hook is usually nearby. 30 seconds is also laughable. 5-10s already gone when killer is back in chase.
4) If everyone runs flashlights, killer just swaps into Lightborn, which then negates the flashlights.
So really, the only useful items I see are Medkits and Toolboxes. I use maps once in a while if I run triple boon so I can find totems. Key only useful if you find a purple/red key in the game and are last survivor. What are your thoughts on flashlights?
Yeah, most of the time they are throwing the game, but honestly they gotta practice, the don't have elsewhere to do that. I think you can use Flashlights aggressively, as in forcing the killer to not pick up but go after you so the person down can be picked up by another teammate, but this does require co-ordination or the stars aligning for solo.
I would like it if residual Manifest lasted longer as well as made the killer blind to survivor scratch-marks. I think this would really benefit everyone. And it would also make blinding at pallets have a point. Kind of like reverse-Oblivious.
I'm personally really bad at flashlights cause I play on controller, but I did manage to get a save or two once...but I lost many flashlights lol.
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@wittedhobby said:
I am devotion 34 and have been playing the game religiously since 2019. I have to say I consider myself a fairly good survivor as well as a great killer. but here recently I have been placed with other survivors that instantly dc on their first down or just pull on hook at first hook and give up. this has always been a thing in dbd but here lately its seems like it is alot worse than ever before. so my question is why am I being placed with these types of survivors when i don"t ever dc and i have been playing the game this long. Ppl that plays the game right shouldn't have to deal with this, especially if they have put in as many hours as me. I'm to the point to where i only want to play killer because survivor is so frustrating because of the dc's and the giving up on hook. Something has to change.
What server do you play on? Maybe we could co-ordinate. I'm only devotion 1 and I probably am not as good as you, but I don't kill myself on hook or DC. Duo can be more manageable to play (although that is not always the case, yesterday I was playing with a person I SWF usually with but he was AFK everygame. I dunno what he was doing...farming? Or perhaps bad internet. Maybe he simply had a life who knows).
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@HoodedWildKard said:
I agree it is super frustrating. Both as killer and survivor. As survivor it cripples your team and basically guarantees a 4k, and killers who notice and let a surv or two go after a DC are extremely rare. I notice it's often near the beginning of the game. Literally their first down people will insta ragequit. people who play on xbox that I am able to PM, I will always call out about it in PMs. I'm never rude, but they either ignore the messages or get super salty in replies. 🙄
As killer it also irks me. Easy games are soo boring and I feel bad for survs who are let down by rage quitting teammates. So I'll usually farm with the remainder but it happens a lot. And sometimes I just want to play the game properly you know?
DC penalties should for sure be much harsher. Yes some people have bad connections but if your connection is bad then get it sorted. And I think suiciding on hook should be stopped. I've made this suggestion many times before. But I think trying to self unhook should not progress hook stages.
This would have 2 benefits. It would prevent suiciding on first stage, aaaand it would make self unhooking builds viable. Because currently they are an actively harmful build for survs. You can stack 4 jars of lips, slippery meat AND Ace's luck perk. 2 perks per player and 4 offerings and chances are you'll still only be speeding hook phases along.
To be honest I think Slippery Meat attempts should be given to second phase. As it is now it's a worse Deliverance if you're playing solo. That might make it a decent perk for dire situations.
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I think I've only found one killer who wanted to play around with Snowmen. Everytime I get in one I get hit out of it.
I had bond on so I knew Dwight was getting chased etc. And while I was doing a gen I see a snowman coming my way (Deathslinger) so I simply decided to join him and then Nea also joined us, later Mikaela as well.
Watch "Dead by Daylight 2022.12.16 - 02.47.06.00_Trim" on Streamable.What you can't see is, after Mikaela comes out of the Snowman and goes to do a gen we proceed to shame her in a circle. I don't remember if Dwight ever joined us and if he did it was for a short time, I think he was scared or something.
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Can you tell us how often you win against killers running Eruption + Call of Brine + another slowdown perk?
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I finally did yesterday.
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@dbdsucksnow86 said:
VFeng I play them equally. Survivor is so easy now it’s to the point it’s boring at times and not a challenge. I’d say I can 2 pip most games and I usually always get 1 pip. The games I don’t survive are the games killers camp and tunnel. I’ll have a killer chasing me for 3 gens before they break chase. Survivors have too many outs now. Regardless of what strategy I use as a survivor my end result is usually the same but my end result as killer is tied to many things I have no control over at all. I honestly feel SWF and party chats ruined the immersion that DBD is supposed to have. Party chat should be disabled while in a match because all you have to do is tell your friend across the giant map the killer is coming their way and they go and hide and vice versa. There are certain things not including perks that give survivors the slightest time advantage; one example is a survivor can tap a regressing generator in a split second and a killer has to do a full on animation. The seconds at the higher tiers count a lot.
Make a guide for survivors then. The guides I've seen are usually mostly directed at beginners. We need guides for intermediate.
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@Ayjay said:
It happens way too often, my teammate will get chased by the killer so they run at me so the killer goes for me instead.
I would assume they can bait if they have bond on or something similar that shows teammate aura's, most other times it's probably an accident. And I may say something controversial, but sometimes I don't think it is the wrong move if you're not scared of the killer and your teammate is getting tunneled. You should be taking pressure off of him actually. Now if he's making noise on purpose while you're on the same time, yeah I agree he's being stupid.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297218#Comment_3297218
I think the mistake was in not trying to address the "why" of the problem when players expressed dissatisfaction with stricter matchmaking. In either scenario, players only have one queue and no incentive for one playstyle or the other.
Casual players didn't want to sweat in their games but felt forced to. And more competitive players were fine with sweating but wanted an actual reason to do so like ranks or something.
Tuning it to be more casual probably brought some players back, but it also turned away players like myself. Most killer games are a sleepwalk and solo queue is frustrating. They keep trying to paint in broad strokes with matchmaking under the ironclad assumption that players won't wait for good games that are tuned to their liking. A one size fits all approach usually doesn't fit anybody.
The unfortunate thing is, that I doubt the casuals are also happy atm. I see so many people who seem new (I used to see a lot more tbh, but recently I've been playing duo so that might have something to do with it) that get matched with killers who pretty much know what they are doing. It is hard for us who have stuck for a bit longer ta gauge the experience of a newbie who decided to play DBD when it is free or having a sale.
I bought the game for a friend on Steam cause it was on sale and he had birthday, and on the second match in we literally got an insidious face-camping Bubba and he asked me "do people really play like this? But it's so boring". (and I also got a face-camping Bubba yesterday lol).
I think DBD has more appeal to people who decided to stick after their first month than completely new players ( I think there was also a post here about a player inviting his friends to play when it was free on Halloween and he was complaining about the same thing if it was genuine).
Just make MMR matter some, because most of the times it doesn't. There's so many games where I lose a game that has low levels on both sides and the next game I somehow get matched with better people? (where if it worked the MMR would drop even lower and probably I'd have even worse teammates.
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Is that why I see so many posts saying "if I like the survivor I'll give them hatch?". You'd think they'd be holding to that dear last kill if winning is so rare for killers.
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I logged in and the first thing I thought was it if it had bugged out and I lost progress on some survivors (there used to be a bug where Blood web would throw an error and some perks would get be back in the bloodweb even if I already bought them)
After that I thought maybe it was compensation for the incentive bug😛
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I sometimes forget I brought boons and if I am not seeing any totems in sight I forget to go out of my way to boon (unless I'm playing Mikaela for obvious reasons)
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Hatch isn't anti-snowball mehcanic. If hatch spawns then it means killer was successful, hatch cannot stop the killer from getting 3k. (which is considered a win cause it raises your MMR as killer) . An anti-snowball mechanic would have to trigger when a killer is doing too good (like say have 4 hooks at 4 gens left)., currently there is no such mechanic for survivors as far as I can recall.
Killers though do become stronger by end-game because resources become scarcer (items run out, pallets are destroyed, survivors have gained hook-states, space can become smaller if gens are close together and sometimes even perks become useless: Flashbang, Smash-hit, Gen-repair perks, boons can become useless if your teammate destroys all of them). Of course one could say that end-game perks can be good on survivors, but I just wanna remind people that end-game perks come into effect ONLY if the survivor makes it to end-game, while killer always does.
So killer without end-game perks can still grow stronger as end-game approaches, but survivors (outside of perks) mostly grow weaker.
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@WeakestNurseMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296534#Comment_3296534
They're a content creator, yeah I don't know if I'm just lucky or what, but I don't lose nearly as often as other people here(Or I just don't notice, I play 50/50 but I'm probably biased towards killer.)
When you win though, (if you play solo) how often do you get 3+ people out (as in team win), how many times do you get a draw and how many times when you survive by yourself it's through hatch or through exit gates?
You are still looking it at it through killer lens, because you only account for yourself. But the reality of it would be how commonly do survivors win? Personally I wouldn't mind it if they implemented team MMR because then it would at least discourage selfish play among survivors and we could actually address the teamplay part of solo survivor.
I am not saying killer doesn't have bullshit to deal with (that's why there are a bunch of banned perks in competetive) but we can't keep hiding the reality of survivor's team winrate behind SWF. And as the game is seemingly going through a meta that requires teamplay from survivors to counter killer strats, I would expect for the devs to do something to incentivize survivors to play in a more team-like manner by not calling it a win when only one survives.
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@LeeONE said:
Except freddy addons, but still, parental guidance, flashbang and etc. are useless because killer can hear where are you running and just follow sound, and I do not understand why there are 0 perks that affect it?
I actually would love it Flashbang could cover the sounds when it goes off. I am surprised it doesn't.
I would also like it if survivors had a perk that heightened their hearing sense (like say Nurse has), or something.
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@OmniSkeptic said:
The hatch mechanic is the anti-snowball mechanic but it only affects the last survivor. I would replace the hatch with the following:
Every time a survivor dies an exit gate becomes powered. If both gates are already powered, one gate becomes open. Time to manually open the exit gates is increased to take longer than a generator. Completing the 5 Generators now instantly opens both exit gates.
https://us.v-cdn.net/6030815/uploads/HTB2172BBE8V/explanation-png.png
Do you mean hatch currently is anti-snowball or it should be with your suggested changes?
Also how did you come back with that graphic?
Your suggested changes sound very radical, but when you mentioned spread hooks it started to make sense. If we're going by radical changes I think survivors gaining gen speed, or the number requirement of gens needed to be done after a survivor dies would sound like a decent comeback mechanic. Just my suggestion.
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@Lemoniax said:
There is something I'm not quite understanding. So, let's say base unbreakable drops. The situation as usual: 2 survivors left at maybe 3 or 2 gens. Killer downs one person, then searches for the other. Downed person gets up, other person gets downed. Rinse and repeat. Wouldn't...it be almost the same situation still? Or am I missing something? Genuinely asking here.
The way I get it is, you have more agency if you can get up and wanna try hard. If you're slugged you are at the mercy of the other survivor and the killer. You could say, "well bring UB" and ya it's not completely wrong. UB can be a strong surprise tool, but it only works once and if you wish to get hatch you kinda have to bank on the killer hooking the other person first and hope they suicide to give you hatch or they are on third hook (if you wanna use it as an entirely selfish perk).
Basekit UB in my opinion at least (which means it won't stop survivors playing selfish, but considering the killer know he won't be ever caught by surprise) can be used to punish greedy killers (same deal as punishing altruism on late game which can also be considered greediness on survivor's part) as well as turn around games by doing gens. If I know the killer is greedy and he wants his 4k no matter what I can simply get up and go find a gen instead of hiding, since I know if he downs me again I can get up again. This is basically forcing the killer to play "normally" (as in hooking people) by putting pressure on him. If 2 survivors can get up multiple times then it also means that they can also advance the game by doing gens and therefore endangering killer's win (which he could have probably gotten a guaranteed 3k with potential 4k if he wasn't so greedy for guaranteed 4k) so it ends up as a draw. Of course this is just how I might use it and it won't stop other selfish survivors from letting their teammate die to get hatch, but selfish survivors can many times already screw their team when there's also 4 people by their preferred playstyle (like always hiding when killer is near and never trading a health state or hook state). So basekit UB would give more power to people who wanna make a comeback and are playing as a team even if 2 are just left.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296544#Comment_3296544
Shrug. I'm not telling you what to think, just maybe why killers would rather slug someone out than give them hatch.
I tend to be a rather nice killer for the most part and even then, every so often someone manages to get under my skin and then I'm less likely to be nice to groups for a few games.
Hm...you are claiming that most killers follow your train of thought though. (you did say "Killers would be willing to give hatch if survivors didn't feel the need to gloat about it in postgame." kind of implying players in the majority are following some code of honor). I am not arguing about whether you are a "nice" killer or not, merely that there are numerous killers you follow a different set of rules or don't even have rules to begin with. Not every killer has to have gotten "abused" to slug for the 4k🤣
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296241#Comment_3296241
It can be for a variety of reasons.
You say 'pettiness'. I say 'nobody likes being teabagged or gloated at'.
My point was that there are many people who have no access to chat. So saying slugging for the 4k or not giving hatch for gloating or tea-bagging is disingenuous because people slug even if no survivors are BM-ing.
Not only that but you reinforce OP's that hatch is more in killer's control than survivors' as you can use it to either punish or reward survivor(s). Slugging takes away the 50/50 chance of hatch. It should not be happening imo.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/355778/slug-update-when
The second that baseline, infinite Unbreakable won't be heavily abused.
Killers would be willing to give hatch if survivors didn't feel the need to gloat about it in postgame.
Ok, what happens when the killer has no post-game (they are in console). This post makes no sense.
If a killer is slugging are they doing it out of pettiness or because they wanna win? Cause your post implies some sort of pettiness, but all the other posts here claim it's non-toxic, therefore argue for the competitive side of it.
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I use snowmen sometimes if I'm trying to stealth.
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@Tsela said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292762#Comment_3292762
Well even when they came up with Basekit UB idea back in september I said it is a really stupid idea and most probably will not go live, but go ahead and test it. I don't mind it if people actually are okay with infinite self pickups. So it was tested, and guess what? They realized it that is a ridiculous idea. So you can forget about it as a matter of fact. It's not coming.
Getting basekit UB when there are 4 survivors and getting it when 2 are left is not the same.
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@Archimedes5000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294414#Comment_3294414
I mean you have a point, but that's not really against what I'm saying.
If you can camp slugged survivior to counter UB then you can also camp them to counter basekit pickup, rendering OPs idea of "le slugging update" completely useless
Soul Guard can become meta to combat that, if we get basekit UB. i think people trying out basekit UB were actually running it. It's not a perfect counter per say, as it is behind a paywall.
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The killers I hate are Blight, because they always go super sweaty although they're playing Blight and I feel that even if I do well against them, their build wins them the game. Wraith, for obvious stereotypes and Trickster. For Trickster I mostly hate the character themselves not necessarily the player behind. He just has that something that really grinds my gears and I enjoy stunning him and winning against him, it's like I have a grudge against the character.
I think I like Onryo? She's so adorable when she gets stunned. But maybe I'm biased cause Onryo's sometimes take a liking to me and give me hatch or let me leave (only happened twice LMAO).
When I was playing vs Knight, some killers were pretty good in the afterchat and one Knight actually carried me to gate after I was left behind trying to heal on the boon of my dying teammate and I ended up not healing. But it could go either way to be honest, he also has some really annoying mechanics imo.
I guess I would like Nurse's more if they could acknowledge I'm outplaying them but I've never received good treatment from Nurse (but once, but everyone did). So although they are fun to verse and outplay, I am not sure the player behind it can appreciate getting outplayed on Nurse. I really hate Nurse's who lose all game only to have NOED on (come on) and I remember a Nurse who was camping a slugged teammate, or maybe they were working together idk. Generally I cannot say I like most of the players who have played Nurse for more than 20 hours.
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Still need 5-6 levels to go.
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I think you have a point, but the answers who disagree with you will be a lot more interesting than me.
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There's no universal etiquette because only a small minority of survivors and killers read and post in this forum, therefore you'll never be able to please anyone.
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Just because something has been a thing from the start doesn't mean it hasn't been strong from the start and only gotten stronger.
Many things in many games can be downright op and stay inside the game for long because they are only known or used by a minority. it's when more people use them and their strength or op-ness is revealed to everyone that they may get changed.
Generally strats that invilve little interaction between two or more opponents can be be more OP, because it ignores the skillful side of the game by being uninteractive.
A killer with 3 slowdowns and the new killer perk that shows you aura's after a gen kick can bypass the more skillful part of the game, which is downing survivors. Heck if you just identify the 3 gen then it's even easier, sure to get some value of it you will have to down someone (Eruption) , but CoB's only activation requirement is kicking it. SO survivors are in the position that they have to play more risky to do those gens and the killer if he's that determined or smart will only commit to a chase he knows can work in his favor (so if say you wanna take him to a main building to waste his time, the killer can simply go back to his gen if he knows what you are doing)
Of course the same can be said about survivors, rushing gens is the uninteractive and skill-less equivalent of it. Besides maybe hitting great skillchecks there are perks that can do that for you (Stakeout).
But at the same time those strats for both sides are to be expected if they wanna win, because they are less random and therefore less volatile (like the gen is not unpredictable on its own etc.). The problem is how do we put skill back into the game and how much do we put? Because most people would agree that outplaying your opponent is the more fun and skillful part of most games, whether that is through mind games or mechanics alone. it's also why we accept the strength of someone like Nurse and Blight, because we believe not everyone but the highly skilled can "abuse" them. If their strength was as accessible as say Wraith or Trapper then we would see a lot more tuning to them.
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@Archimedes5000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292762#Comment_3292762
What do you mean no risk? UB exists even when it's not basekit lol. Also the other survivior can outplay the killer and pick up instead of running for hatch.
What you are proposing would mean that killer either has to forefit 1 kill (hooking in 2 survivior situation at higher mmr guarantees the last person escapes) or forefit 2 kills if it's in the endgame.
Also I believe that just being able to pick yourself up wouldn't fix anything, because if it's not endgame then the killer can just continue slugging until both surviviors are down, no matter how many times they pick themselves up.
Ok, so the killer can also hide himself waiting for the other survivor to pick the slugged one or to bait UB right? WHy does he have to forfeit a kill?
Hatch is supposed to have a luck factor in to it and it is there for motivation. If you want 4k guaranteed by slugging 80-90% then remove hatch altogether, there's no point to it. At least one survivor should have a high chance of escaping, slugging for the most part denies that and for all the people saying killer should be strong because it fits thematically, I say final girl(survivor) should not be more common and not circumvented as easily by slugging.
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I play on PC on Epic though and I get a similar bug. It doesn't get stuck but while you are getting hooked the wiggle skillchecks are still active for a while.
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For a moment there I read Left Behind and I got chills down my spine.
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@sizzlingmario4 said:
Welcome back.
If it’s been 6 months then you missed 6.1.0 which was a huge patch, 39 perks got changed including DH finally getting a nerf so the meta is a bit different now; killer meta is mostly gen-kicking perks at the moment (Ruin and Pop got nerfed as well). Survivor meta is a bit more varied but DH is still popular despite the nerf. Killers have been buffed across the board including breaking things 10% quicker, 10% shorter basic attack cooldown, survivor speedboost on hit is 10% shorter, and survivors have a modified version of Borrowed Time basekit now; you get a 10% speedboost and Endurance for 10 seconds when getting off the hook so you don’t have to bring BT every game anymore. Off the Record has mostly replaced DS for anti-tunnel due to it now providing an 80-second Endurance effect and DS stun got reduced to 3 seconds.
There’s a thing now called Conspicuous Actions, these include all the things that used to disable DS plus opening an exit gate, any Endurance effect, as well as the speedboost when getting off hook, are canceled when performing any of these actions.
Kicking a gen also removes 2.5% of total progress now.
We got a new map recently called Shattered Square, it’s kinda hard to see on it unfortunately due to its color.
We have two new killers since then, Albert Wesker (The Mastermind) and the Knight. Wesker is imo stronger than average, he basically dashes at you a little like Demogorgon but he can do it twice and he has an infection mechanic that eventually leaves you vulnerable to instadown and reduces your movement speed if you don’t use sprays you find across the map. Knight is one of the weaker killers and summons guards to patrol an area and they chase survivors if they see one.
There haven’t really been any significant changes to older killers since the Legion and Ghostface changes but you were probably still around for that.
You forgot to mention that Bloodlust has also been buffed for killers, in that they gain it faster.
RPD has also been reworked.
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I've also been saving up for the same reason. Was hoping they'd give us a discount now that it's the holiday season. Is it too late to still hope?
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@AnneBonny said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292876#Comment_3292876
no one said anything about hard-tunnelling at 5 gens, if anything you're contributing to the us vs. them issue by bringing up an unrelated issue on a discussion about a different topic.
They are basically asking for compensation over the BPN. If they are gone, what would you offer survivors in return?
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292441#Comment_3292441
Is it? I think the Tribunal was switched to an automated Tribunal, right?
It's a system that picks up on toxicity in chat mostly. Old Tribunal had human judges if I am not wrong, so you could get chat restricted for saying certain words, but also avoid ban for a while if you were intentionally feeding, which for many people is a bigger offense but an automated system cannot pick up. Still, that might be true for the NA server because in EU, it hardly has any effect. People can still call you the r word or other stuff and I don't think reports are taken seriously. There's just a lot of bickering and more slurs on EU but in NA I think (as a bystander, since I don't play on NA) there's a lot more passive-aggressiveness.
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@Archimedes5000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291843#Comment_3291843
Indeed, altruism works against surviviors, this is completely true.
However what is also true is that "hooking in a 2 survivior situation works against killer".
No amount of SLUGGING NERFS will ever fix this situation, you might as well make the 4th survivior automatically escape at this point.
3k is a win, 4k is a smashing win.
Currently slugging for the 4k has little to no downsides for the killer, it's a low risk high reward strategy. Basekit UB for when 2 survivors are left would combat this. Killers should take some risk when they slug, otherwise what's the point of playing as a survivor at 2 left, might as well add the option to "bite your tongue" or something when slugged like how you can decide to miss the skillcheck twice in hopes of giving the last survivor a chance at the hatch. And I say a chance because it's never guaranteed.