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Lastchild
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@Pucci21 said:
DS is a shell of what it was and OtR outshines it in every possible way. The stun sucks and even if you land it it won't work again and you'll still get caught. Tbh there's no reason for it to not work twice.
I don't understand why it should be usable 3 times.
You forget all the conditions of its activation and deactivation I think
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3267338#Comment_3267338
nvm
https://forum.deadbydaylight.com/en/discussion/comment/3267336#Comment_3267336
But the fact they added MMR should mean they wanted the game to be competitive.
I have another theory:
They know that people like to have a rank, a level, to compare themselves to others etc.
People have an ego.
It motivates people to tell themselves that they have a level in a game that they are better than the others.
Even if it's a game or your personal efforts as survivors mean nothing without the work of the other 3.
And that even being a killer it is also ultimately the behavior of the survivors that determines 70% of your victory.
If we remove the MMR and the monthly BP reward linked to ranks.
Some of the players will quit the game.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3267345#Comment_3267345
I think you replied on the wrong thread because this doesn't have anything to do with what I said.
I was saying how camping in general is not good and near impossible to counter.
https://forum.deadbydaylight.com/en/discussion/comment/3267352#Comment_3267352
Did you camped the gens or did you just focus on the chase?
You want to prevent the camp killers the generators while only the pros manage to do it.
The majority of killers just follow you, hit you, hook you, or under slug and camp a hook because it's easier than watching generators.
My point was to show you how much you exaggerate in your words, exaggerating myself.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3267333#Comment_3267333
Wait I think you misunderstood I don't think that it is a bad idea. I like it i mean I don't know how fast the speed you mentioned is relativ to survivor speed but it sounds good and is what I would like to see cause like I said I like matchbox addon for Nurse and your idea is basicly matchbox with m2 blink wich is totally fine if her base speed is fast enough to realistically get m1 hits
Yeah.
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What you do not understand :
SWFs are strong because they have friendships, bonuses to being in groups in real life.
They like each other so they willingly share information, they work hard to maintain their relationship.
You can nerf, buff as many Perk killers/Survivors as you want, you can't do anything about that.
A SoloQ player has no reason to work as hard as a SWF to help 3 other randoms who aren't those friends he'll never meet again.
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@Adaez said:
You can win a game as a killer by camping a close 3 gen all game and make it impossible for survivors to finish it even if they al coordinate together to do it.
I went againts a 3gen camper Plague on haddonfield and she camped the gens since the game started.
There was nothing anyone could do even with prove thyself brand new part,the gens we're too close and once you exhausted all resources you we're basically trying to break a 3gen in a deadzone.
Camping and 3gen camping are way too powerful and should not be in the game as its just bad gameplay and near impossible to do anything about it.
Will BHVR ever do anything about getting rid of the most obnoxious and unfun types of gameplay in this game?
Its not like its impossible to get rid of camping and 3gen camping,just dont stack gens so close together it makes it impossible to break a 3gen.
"BHVR can you replace killers with BOTs in public game"?
"OK but we also replace the survivors with Bots in the public game so that the real killer and survivor players will never meet again and everyone will be happy"
"If it comes to that, let's close the game"
"We should have closed the very day of our release in 2016, but our game is unique so players hang on, you have to know that DBD is literally a spirit all on its own"
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Your second mistake is to place Solo Q as an argument to reinforce your initial point.
You should know that the very principle of SoloQ is to play with strangers who are not your friends in the real world and therefore have no reason to work hard in the game to please you.
That's why SWF players will always be stronger than SoloQs.
We need to understand this and stop using the phrase "SoloQ" over and over.
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In my opinion, your mistake is to think that initially in an asymmetrical game, people have a level.
You don't have a level in an asymmetrical game.
This is one of the very principles of asymmetry.
This is not a competitive game
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3267326#Comment_3267326
Yeah why not looks good.
I would play her so much cause I like the esthetic and lore but I can't learn her for the love of God and matchbox is an iri addon God knows why so I can't really fall back on that
I don't understand.
If you find that my idea is a bad idea as a base kit, please explain.
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Otherwise the easiest suggestion to put in place to help newbie Nurses is to make the "Plaid Flannel" addon an option as a kind of switch in the base kit for those who want to use it.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3267268#Comment_3267268
And that's the problem.
There is no reason to deprive the nurse of using Jolt, Sloopy Butcher or K.O., for example 😥
I totally agree that NOED, with her, is way too strong; but in general, I never understood why this perk was created...🙄
As for Starstruck, just reduce the nurse's terror radius to 0 when she carries a survivor and the problem is solved 🤗
Reducing her terror radius while carrying a survivor doesn't make sense.
On the other hand, reduce its basic terror radius, yes why not.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3267268#Comment_3267268
It's not to deter them from using m1 perks it's a big f u here is a list of perks u as a nurse main will never use again lol. If they ever made her blink a m2 attack they need to up her speed because every killer should be able to use every perk.
In that case here is my suggestion :
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If you agree that the not-at-all-fun part of DBD is :
- Camp
-Tunnels
- GenRush
It is only these elements that must be modified and nothing else (unless ..)
And none of the solutions that you propose corrects the 3 points mentioned.
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There is really a random who dares to suggest that The Nurse must take 3 hits to bring down a survivor?
Haven't you read that regarding hits, the only viable thing to do is to transform these blink attacks into special attacks and that's it.
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So just doing her blink attack, a special attack, is enough for the survivors to stop complaining about her.
Now regarding the killers, is it really difficult to play ?
I would say it depends on the people.
But otherwise the suggestion about adding the "Plaid Flannel" addon as a disable option much more viable than putting "White Nit Comb" as a base kit, no thanks.
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I think you misunderstood the suggestion that his blink attack is a special and not a basic attack.
The interest of this idea is not at all to prevent the nurse from using her power.
The interest is to reduce its oppression that it has thanks to the M1 perks (sloppy, startruck, Noed etc...)
This is to deter the player from putting an M1 perk on Nurse, as they will be forced to walk out of power to use them, which is a waste of time on Nurse.
so it reduces a lot of perk on Nurse, which is allowing survivors to get away with it more often.
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Mending is not a problem.
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Legion is good today, no need remake him again.
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@cluxdx said:
To start with, allow me to justify why I believe map offerings need to be changed.
RNG is important in DBD. When you remove randomness in map selection only for one side, then that side gets to completely cater their build(s) towards that map and gain a massive advantage right off the bat. This is especially a problem on the killer side of things because in a SWF setting you have not just one enemy who does this, but now potentially 4 players all planning on going to a specific map with specific perks that are great on said map. 4 survivors running Balanced Landing are relatively inoffensive, but 4 survivors running Balanced Landing and Circle of Healing on Eyrie of Crows is hell.
Personally, I think map offerings should be entirely replaced, instead becoming a map veto. If you play this offering you are guaranteed to not get the map you play it for. This retains that core sense of RNG that keeps you on your toes while also still giving you some sense of agency, because at least you know now you absolutely can't get that one map you really don't want to play. BHVR could also use this as a way of judging what maps may be in need of a rework in the case that specific maps get vetoed far more often than others.
What do you think? Should map offerings be changed, and how would you do it? I've heard a lot of different suggestions in the past, but I'm curious as to what the general consensus would be.
I would simply delete the map offerings so that the RNG takes back its original rights
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3266463#Comment_3266463
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.
In fact the central thread is not "eruption" at all, it's " SoloQ"
I'll explain why using SoloQ as an argument to nerf killer perks and buff survivor perks is useless :
- The strength of SWFs : The bond of friendship in the real world.
When you have a friend in the real world, he brings you positive (Bullying boredom, positive emotions, increases your chances of survival, someone to talk to about his problems, someone who can provide other idea to enlarge your reflection etc...) it is in your interest to collaborate with him in a game to continue to receive what he brings you and he also does the same for you.
Even if a SWF player will be in a bad mood, it will be reduced and he will make an effort to help these friends, he will not give up these interests.
That's why SWFs are powerful.
(They share information because they like each other, because they have additional benefits in the real world, not because they "just" have the information)
What makes the SoloQ weak : The lack of real-world friendships.
You have no reason to help people who are not your friends in the real world.
As a SoloQ player it is therefore in your interest not to be too nice to other players since you only win very little, here is why:
- If I play in SWF with a friend, all that matters is that me and my friend manage, too bad for the other 2 randoms.
- When the exit door is open, nothing forces a SoloQ to unhook you.
- If the killer makes me fall in 15 seconds and I'm not happy, I can DC, because what matters is that "me" I start a game without falling in 15 seconds.
- If I have a Totem challenge to do, I do it, and I don't care about the rest of the game.
- It's fun sabotaging strangers.
- Even if there would be Kindred base kit in Solo Q, it does not oblige me to help you, if I can get out.
- I am an inexperienced player, I am afraid of the killer, I go into hiding to treat myself with Selfcare because I am a Claudette Morell.
(The SoloQ Player gains nothing by sharing information with you, he has no reason to work with you, he risks absolutely nothing by sabotaging you, his gaming experience will not change)
This is why in Solo Q any killer perks will seem strong to you, because you are precisely in "SoloQ", you are on your own, you have no guarantee that the 3 other survivors are constantly collaborating with you, their mood can push them to give up and they lose nothing by doing so.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3265391#Comment_3265391
so powers should work assymetrically? one time it works too unfairly against killer and 2nd time unfairly against survivor?
What I meaned by inconsistent is, that sometimes I don't have him on screen or I have in on an edge so I don't really see him & yet I reveal him. Other times he takes up 80% of my screen and I look directly at him & yet I can't reveal him. That is not cool. (But I don't care that much, because the game has much bigger problems then this)
If you end up minimizing your own discussion topic, what is the point of creating this discussion in the first place ?
Otherwise the killers who pose real problems are only Nurse and Bubba.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3265356#Comment_3265356
it's not about how hard it is. I agree it's easy. The problem is, that the game is so damn inconsistent.
It's an "asymmetrical" game
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@Entitled_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3265293#Comment_3265293
Idk how exactly you feel about nurse ,,but personally i can counter legion just fine,,it's the playstyle that is super boring,,,frenzy and leave + mending every now and then is super super super boring to me ,and while i do understand the " nurse ignores all rules" point at least her chases are fun + intense unlike legion who are admittedly boring and a snoozefest,,,plus trying to loop while in deep wound is just annoying af ,,but each to their own :) ill take 10 nurses over a single legion game
Lowering a pallet is useless.
Hiding behind a wall is useless.
Turning around a building is useless.
Guess his blink distance is useless.
Guessing its spawn area after a Blink is useless.
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@Entitled_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3265284#Comment_3265284
we both stuck here doin some wishful thinking :)
In fact asking to remove a killer from the game is unfair for those who like to play it, so I took the liberty of following your logic and placing a killer that I can't play or counter, to make you feel the injustice you inflict if your idea were applied....
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@bunnyfengenthusiast said:
His reveal mechanic is so wonky and frustrating. You're mid chase with him as a survivor, you're staring dead at his soul, and the game refuses to expose. 5 seconds later, you're fully exposed. Worse yet, he's leaning around a corner with his entire body dangling off, you're hiding behind cover trying to reveal him, you get exposed, he doesn't get revealed. There is nothing engaging about going up against this killer. A Ghostface that knows how to abuse the reveal mechanic can mark you midchase and there is nothing you can do about it. I really wish BHVR would just rework him or remove him from the game entirely, nothing of value would be lost.
It takes a precise angle to reveal the Ghosty boy.
This is in no way a problem.
Moreover ghosty has no map control.
Like all M1 killers, it must tunnel, slug, and take 1 small NOED/Startruck to maximize its power.
Finally if you play Ghosty boy you will understand that he is not as strong as you think, but as always most of the people who complain about a killer never play him.
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@Entitled_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3265276#Comment_3265276
I actually love versing nurses ,she has become much more tolerable after range addons gettin fixed ,,Even if you lose vs nurse it's usually a stomp/ snowball unlike legion where even if you escape you feel like you died
What you feel for legion, I feel the same for the Nurse because she ignores the basic rules of the game, which makes all the work I have done sucks.
So if we erase Legion, we also erase the nurse.
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@PongWick said:
Hello everyone, I'm Thai and The Legion is my favorite killer, and I'm so proud when 5th Feral Slash. But when the one of survivor was be killed, be sacrificed, or escaped. I can't 5th Feral Slash anymore. So I want to balancing The Legion more and I want to rework The Legion's Add-Ons for the funniest in gameplay.
The first thing that I want to balancing The Legion. Feral Frenzy
-When Feral slash 4/3/2 people for the number of survivors who weren't be killed or be sacrificed or escaped. When attacking a survivor and not the same person with Feral Slash, will immediately put the last of them into Dying State. When attacking a survivor with the next Feral Slash will bring the survivor into the Dying State as well and end Feral Frenzy.
-Their maximum Frenzy speed with each successful Feral Slash, up to +1.0 m/s. And the stack of each Frenzy speed with each successful Feral Slash will remain forever during Feral Frenzy.
-When stunned by any means during Feral Frenzy. It will not end immediately. But the duration will still be reduced duration as before.
-Can grab a survivor during Feral Frenzy.
-When carrying or grab a survivor during Feral Frenzy. The power gauge will remain.
-When begin Feral Frenzy. Chase music will start playing immediately even if it is not in the chase mode and will stop playing when end Feral Frenzy. (For survivors, too) When the first Feral Slash was successful. All survivors in the terror radius will hear the chase music even when they are not in the chase mode and will stop playing when end Feral Frenzy.
The second thing that I want to balancing The Legion. Add-Ons (8 Add-Ons and it's very long text)
- Never-Sleep Pills
Will Remain: Reduces the base Movement speed of Feral Frenzy to 4.6 m/s.
Buff: Increases the duration of Feral Frenzy by +15 seconds.
Quality of Life: Grants a stack-able additional +300 Bloodpoints for successful Feral Slashes.
- Julie’s Mix tape
Buff: Reduce the duration of pallet stuns by 50% during Feral Frenzy. And if you getting stunned by other means, reduce the duration of stuns to 1.5 second during Feral Frenzy.
Change: When you get stunned, the Power Gauge is pause. Meanwhile, you will receive 1 charge. It will use automatically when the Power Gauge runs out. When the charge is used, it's refills the Power Gauge. But when end Feral Frenzy, the charge will be cleared.
Quality of Life: Increases the stack-able Movement Speed boost from successful Feral Slashes to +0.3 m/s, up to a maximum of +1.5 m/s.
Quality of Life: When a survivor who perform a Dying State from Feral Slash, you’ll receive 1 charge. And all survivors who stay in Terror Radius, they’ll scream and be marked by Killer Instinct.
- Mural Sketch
Buff: Their maximum Frenzy speed with each successful Feral Slash, up to +1.5 m/s.
Quality of Life: If other Add-on has the same effect. It’ll Increases the stack-able Movement Speed boost from successful Feral Slashes to +0.4 m/s, up to a maximum of +2.0 m/s instead.
- Susie's Mix Tape
Nerf: Deleted ability, the effect Increases the stack-able Movement Speed boost from successful Feral Slashes.
Change: When success in 1st Feral Slash, increase the base movement speed to 5.8 m/s. And extend the Killer Instinct Detection radius additional by +12 metres.
Change and Buff: When success in 2nd Feral Slash, increase the base movement speed to 6.4 m/s. And extends the Killer Instinct Detection radius additional by +12 metres.
Quality of Life: If other Add-on has effect increase the movement speed same. It’ll be Increases the stack-able Movement Speed boost from successful Feral Slashes to +0.3 m/s, up to a maximum of +1.5 m/s instead.
Quality of Life: When a survivor who performs a Dying State from Feral Slash, all survivors will suffer from the Exhaustion Status Effect until fully healed.
- Joey’s Mix Tape
Buff: Survivors who perform a Self-Mend from the Deep Wound Status Effect applied by The Legion suffer from the Haemorrhage Status Effect and Healing lose progression by 25% until fully healed.
Quality of Life: Increases the stack-able Movement Speed boost from successful Feral Slashes to +0.3 m/s, up to a maximum of +1.5 m/s.
Quality of Life: When a survivor who performs a Dying State from Feral Slash, all survivor will suffer from the Oblivious Status Effect until fully healed.
- Frank's Mix Tape
Nerf: Delete ability, Pallet Vault.
Buff: When damaging to a Generator causing it to immediately lose -10 % progression and to start the Regression process.
Change and Buff: The next Survivor interacting with that Generator is faced with a difficult Skill Check.When failing the Skill Check results in an immediate progression loss of 5% and being blocked by Entity.
Change and Buff: Increases the Action speed of damaging Generators and breaking a dropped Pallet by 50% during Feral Frenzy.
Change: When lunge attack against the Breakable Wall, it’s broken immediately and refills 25% Power Gauge of maximum.
Quality of Life: Increases the stack-able Movement Speed boost from successful Feral Slashes to +0.3 m/s, up to a maximum of +1.5 m/s.
Quality of Life: If you’re stunned any means during Feral Frenzy, refills 50% the Power Gauge of maximum.
Quality of Life: If you’re stunned by a Pallet, reduce stuns time to 2 seconds and do actions break the Pallet automatically.
Quality of Life: When a survivor who performs a Dying State from Feral Slash, all Generators will immediately lose -8 % Progression. Any survivor repairing a Generator when it explodes screams and suffers from the Incapacitated Status Effect for 15 seconds. But if any survivor isn’t repairing a Generator, suffer from the Exhaustion Status Effect for 15 seconds.
- Fuming Mix Tape
Will Remain: The Repair Progression of Generators can be determined by the intensity of their Auras during Feral Frenzy.
Change: When successful Feral Slash, all Generators will immediately lose -10 % Progression. And to start the Regression process
Change: If any survivor repairing Generators, will be immediately lose -10 % Progression instead. The survivor will scream and be marked by Killer Instinct immediately.
Quality of Life: Increases the stack-able Movement Speed boost from successful Feral Slashes to +0.3 m/s, up to a maximum of +1.5 m/s.
Quality of Life: When successful Feral Slash, Entity will blocked everything like Generators, windows, Pallets, Totems, broken breakable walls, Switches open the gate, and the way to exit.
Quality of Life: All dropped Pallets are instantly brake when successful Feral Slash.
Quality of Life: When a survivor who performs a Dying State from Feral Slash, the Entity will continues blocked for 30 second. And reveal all Survivors’ aura for 15 second. Include every affected Generator explodes and regress its Repair progress at 200 % of the normal regression speed.
- Iridescent Button
Change: When begin Feral Frenzy, you’ll gain Undetectable Status Effect and it will be gone when end Feral Frenzy.
Quality of Life: For each a successful Frenzy Slash, your Terror Radius transfers to the survivor. And previous transfers will be reset. Its radius is set to 40 metres. It will be reset when end Feral Frenzy.
Quality of Life: When a survivor who performs a Dying State from Feral Slash, all survivors is revealed their auras until fully healed.
NOTE: The chase music from Mix Tape will remain.
NOTE 2: I'm not fluent enough in English, some words are maybe it's not right in grammar.
None of your ideas are needed for Legion.
The 5th hit is a bonus to reward the player for hitting all survivors.
Normally you just don't do 5 hits all the time in frenzy so it's not supposed to be able to drop a survivor in frenzy.
Legion is currently fine as it is.
The buff is not necessary.
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@Entitled_survivor said:
Honestly they could remove legion from the game and no one would bat an eye,,,legion games are boring ,,,i'd rather watch paint dry than mending every know and then
Like Nurse ?
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I don't see the point of that.
You just have to stay glued to the survivor and he will activate his Dead hard before you hit, which will allow you to catch up to him and make only one hit or instead of 2 for The down.
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Otherwise I can't figure out how the brown medkits are problematic.
I feel like you're just freaking out because you've come across too many survivors with medkits.
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I think using the franklin perk only to counter medkits is just not cost effective.
In my opinion, sloppy butcher is much more useful if it's the heal that bothers you.
The survivor panics and will stop healing and their medkit will be useless even if there is 80% charge left.
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@LuthirFontaine said:
https://forum.deadbydaylight.com/en/discussion/comment/3262135#Comment_3262135
So do the killers work for them?
I didn't understand.
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Here is my suggestion:
- Removal of P11 to P100 because it is useless.
It's insane.
- We keep the P10, and we give a special skin to the P10.
Players are given the opportunity to craft themselves the skin they want among sets.
That's it that's all.
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Your allies would especially like you not to be afk for 2 minutes, when the killer finds them and beats them up.
It's a completely online game against real players.
It's not a co-op game against killer bots.
An AFK survivor, even if he is undetectable by the killer, is one less survivor who :
- Doesn't help for generators.
- Doesn't help with healing and protection hits.
- Doesn't help for the exit door.
- Doesn't help to hold the killer while an ally can have time to save a hook in P2.
Your idea is bad, VERY BAD.
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I think there is something simpler than your 2226 line novel :
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Your idea is bad in the current state of the game.
The only condition for your idea to be viable would be :
- If there were Killer bots in the public game.
And you know that this idea is also not at all appreciated by players, even if the existence of Bots in public games would solve some problems.
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when will you understand?
When are you going to stop?
Aren't you exhausted?
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If you are told that the nurse is fine in her current state and that she will never be touched up, what will change your life in the game?
Are you going to stop talking about it knowing that no idea will be taken into account by BHVR?
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You are all there to fight, to fight over and over on this subject, whether on discord, on reddit, on the forum.
Are you tired of going around in circles without any results?
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Besides I realize that this forum is not at all useful to help the developers to improve the game, because you will notice that the nurse will never be reworked again.
I hope you know that the devs and core players consider the nurse to be fine in her current state.
All the posts concerning the nurse are therefore quite useless.
You would think that the developers are preparing something and say nothing until it is ready as they often do for certain announcements.
But it's wrong.
Nothing is planned for her, and you know it
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Otherwise actually making an umpteenth subject on the nurse is useless.
But since there are thousands of people who are not aware or who want to make their ideas heard at all costs, we are not moving forward.
It's a time loop.
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This subject is useless, everyone is already in agreement for the nurse's blink attacks to become special attacks.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3262174#Comment_3262174
It's not so complicated though and that's more of a band aid solution than a long term one
Also there have been really simple sadako buff suggestions like only doing two things (reduce the TV cooldown time, increase the time you are not visible while demanifested) yet they still have not done so
How would this idea be just a long-term band-aid?
Updates should be implemented step by step.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3262138#Comment_3262138
What would be the benefit of basement hooks then? Location and that's it?
This is currently the case so talking about it in the conditional does not make sense.
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You have to come together on this idea because if several different people present several different ideas, we don't move forward.
You have to present the best and the simplest, and I found it.
I just took a sentence that I had seen in the patch note concerning the archives.
As BHVR did this for the archives, if we help them to do the same for the blood web, it will be easier for them.
But we must be several to talk about one and the same idea.
The most viable.
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I come to present a simpler project to set up by BHVR:
- Removed "press and hold" interaction on nodes.
- A short click now unlocks a node.
- Clicking on a node away from the center triggers an automatic path that will close other nodes as usual.
With that we will have a click reduction to around 60-50 instead of the current hell.
And I think those 3 lines are easier to read for BHVR, I don't want to say you guys are overdoing it, but keep it simple.
And it's the easiest thing to set up.
After all, they did remove the "Press and hold" interaction in the archive challenges.
This is where you have to help/harass them.
If you ask them something more complicated they won't think about it.
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Your idea is sorely lacking in detail.
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@Icaurs said:
It was originally introduced as a way to discourage camping.
But it was not really effective and when you consider the amount of issues it creates by existing, it really should have been removed long ago.
Making the hooks indestructible again will on the contrary increase the probability that other killers than cannibals will start camping.

