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LeeONE

LeeONE

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LeeONE
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  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051669#Comment_3051669

    Where in my comment did I talk about God Tier nurse. I was pointing out that Billy isnt as hard to master than Nurse.

    Muscle memory is like 30 games, then you will get better, learning every loop curve as billy requiers way more games, anyway, as I mentioned before, difficulity of killer should not defy his strenght

  • @H2H said:

    “the truth is that most swfs are just friends that want to play game and chill”

    most nurses just want to play the game and chill too.

    That's tricky part, most nurses are sweat lords with main objective to 4k no matter what, even with 3 dcs no nurse will give hatch, their choice ofc, but for some reason other killers are giving hatch way more frequently

  • @Sally_S_gay_son said:

    In a game where you can get camped by Bubba or get tunneled by Pig with active trap on - things that actually have 0 counterplay I have decided that people who claim Nurse has no counterplay are just bad survivors sorry

    The difference is bubba will loose game by doing this, such as pig most likely, not to mention there is possible counterplay, your teammates just have to leave so you can escape through hatch

    Also there should not be things with no possible counterplay

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051657#Comment_3051657

    That's because they butchered Billy and he's is not hard to master he is easy just map dependent. Nurse is hard to learn and master because some can't get that muscle memory and have to use the plad cloth to get a simple target to where the blink is going to go.

    I am not talking about amount of god nurses and billies, only percentage, but yeah this still applieable since billy is bad so a lot of good players left him and new players don't want to waste time for no reward

  • @OnryosTapeRentals said:

    "Nobody is playing as basekit nurse"

    I am

    " take hillbilly as example, he is extremely hard to master, even harder than nurse in my opinion"

    what.....

    Well, you are the 10% of nurse players and 85% statistics on the internet are made up, my point is I havent seen basekit nurse like for a year?

    And yes, hillbilly is harder to master than nurse, you know how much good nurses you've seen? And how much good hillbillys?

  • @hex_devour said:

    Go for ur own survival then, in endgame just leave dont risk unhooking. Also hatch doesnt give MMR.

    I wish at least 50% of my games could reach endgame

  • @The_C12H15NO2 said:

    It's a trade off. at low mmr you do see killer variety. high mmr is basically nurse, blight, huntress, and maybe leatherface. i agree mmr is basically a spiral once you die so many times. swf is your best bet to move back up.

    That's true, every game there is different killer, sadly this is only positive thing about it, because they are not playng that well so I am not taking any challenge while trying to counter their power, for example, it is funny when bubba crashing into wall, but this is boring when he does this for the 100th time

  • @TruEternity said:

    I’m gonna just put this here; you don’t know you’re a high mmr player, on either side. There is no official way to see what your mmr is, so all this is a moot point.

    I’ve been at max mmr since the change, and I escape 90% of the time, so it’s obviously everyone else isn’t as high as they think. Killer is easy too, I have to try not to 4K every game, even at max mmr, which I know I am because of how good I am.

    That's why I mentioned that I am at least not bad survivor, I knew I was at high mmr because of the survivors I was playing with were awesome, and if I wanted to escape every game, my escape rate could be around 90%. Okay, even assume we can't know what ours mmr is, I can spot the difference between really good survivors that can loop and do gens, and the survivors that are trying to hide immediately after hearing heartbeat, the survivors I am currently playing with

  • @tippy2k2 said:

    Bloodwarden!

    Sure it doesn't come in handy in like...9 out of 10 matches. And sure, about 9 out of 10 of the matches it DOES come in handy in, it usually nets you maybe one more kill.

    BUT in those games where it nets you an entire 4K (especially if you get the 4K because the survivors F'ed Around and Bloodwarden got to demonstrate to them the Find Out stage), it might literally be the best feeling you can have as a killer in this game.

    Yeah it's incredibly satisfying when 4k'ing with bloodwarden! Even managed to get it recently

    20220315153356_1.jpg


  • @HectorBrando said:

    Surveillance and Thrilling Tremors especially for defensive or low mobility Killers, it gives you information on what you really need to check, which is gens being worked on.

    If you are Myers, hook someone and see a Survivor in the other corner of the map with BBQ is pointless info, by the time you get there odds are he is long gone but once the game starts to progress if you defend the clusters and kick gens you will always know where to put pressure, lets say you have 5 gens left and are relatively close, you kicked 2 or 3, one starts to show yellow, now you KNOW someone is there and everything else barely matters its surgical pressure.

    Surveillance is a great perk for sure! But IMHO only with other gen "kicking" perks, especially ruin, this is straight up discussting combo, incredibly strong, otherwise you just have to spend so much time to just kick gens...

    I would use thrilling thremors over BBQ if only it's cooldown was shorter or duration longer, but main reason why I prefer BBQ is BP multiplier, I guess that's the same for a lot of people too

  • Yes, if you prestige them you will loose everything, but don't worry, devs announced system that somehow reward you for not prestiging, not to mention prestige will no longer remove perks and items, just wait untill this update

  • @Viktor1853 said:

    get good

    I will be better player, but this doesn't matter since I am mostly playing solo, or you one of those trolls that just write something to insult instead of having good discussion?

  • I wish they bring back old freddy, he wasn't strong but he was unique at least. Just keep clocks maybe, snares, pallets at the same time, and gen teleportation, but get rid from aura, it's dumb

  • Important note: I'm okay with healing by other survivors, at least it takes time of 2 people, especially with CoH which requiers 2 survivors to probably walk some distance to be healed, but I am not ok with Self Healing speed, as far as I know, with CoH buff selfcare action will only take 12 seconds, and this is the problem, combination of 2 perks is barely better, and sometimes even worse that CoH, I am talking about selfcare and botany knowledge, especially it's way worse without a medkit, this should not be a thing, 2 perks shouldn't be worse than 1 doing the same thing, also want to mention desperate measures, with 4 injured survivors the bonus healing speed is only 56%, which is smaller than CoH and the requierment is pretty much insane, while CoH requiers nothing, I know that desperate measures also increases unhooking speed but it's basically useless.

    We need more perk balancing, just looking at basic numbers showing that some perks are underperforming

  • @Nikatara69 said:

    https://forum.deadbydaylight.com/en/discussion/314390/healing-meta-killing-dbd

    Let's be honest, bless totem take about 20 seconds ish, destroy boon, 5 seconds ish, so u are probably lazy to do it??? And another thing, is no guarantee that with your dumb style hit and run, that survs can use boosting perks like Resilence, and u crying about healing... Damn... Back to nutsery I guess

    Why are you missing basic things? Snuffing boon takes literally 1 second, however you should find boon first, and more, you should waste time to walk to this boon. Why I am even explaining you this, you just didn't read the post because I've stated these arguments there

  • @Sluzzy said:

    Not as much as the slowdown, camp and tunnel meta.

    Slowdown, camp and tunnel meta exist because of other strategies are not viable, I would prefer hit and run playstyle with a bunch of not gen slowing perks, but there are no any good perks to affect healing, only sloppy butcher that is bad on ability hit killers and forced penance, which is ok but probably you are not going to get full value if you are going against decent survivors that are not taking protection hits. I can't say for all people, but me and none of my friends want to play camp and tunnel meta, but we are forced to do so if we want to win. Ofc, winning in dbd does nothing, there are no stats, kda and all that stuff you could care about, so why tunnel and bother winning? Idk that's more about personal feelings, and anyway, same stuff applies to survivors too, why running meta perks, why tbaging at exit gates if killer had bad game, so what I mean is every side tries to win, and expect other side to intentionally loose is dumb

  • @Bwsted said:

    I remember when the no healing meta was gonna kill dbd because it encouraged genrushing. Oh well, I guess there's no pleasing everyone.

    Thb such playstyle doesn't give you much points and pretty much boring, also you could at least snowball out of it, now you can't snowball, the "genrush" time is a bit longer, but worst part is you are getting a lot of points with this perks, you are doing gens, healing self, healing others and sometimes getting chased by the killer, even if you are not getting chased, placing a boon gives you...... well, insane amount of bp, 1.5k points in boldness is just... a lot. So there is another problem, unlike no healing genrush, while mmr also wasn't a thing, it was boring and not profitable, current meta gives you insane amount of bp

  • @prion11 said:

    how does dead hard counter plague any harder than any other killer?

    It doesn't, just mentioned it cuz even if you counter healing, there is 1 LITTLE problem left

  • @malloymk said:

    A lot of killers have said over the years, "just do bones".

    I don't see why killers can't just snuff boons. Do bones.

    Because survivors have too much time, while every second as killer is 4 for survivors, and wasting even 15 seconds to find and snuff totem is 60 survivor seconds repairing gens. Also, survivors can completely destroy totems, which means they can completely prevent noed, so your arguement is invalid, I can't do bones as killer, because I can't completely prevent survivors from using perk by completely destroying totem

  • @ChurchofPig said:

    Your assumption is bad that's the issue. You're making the assumption that just because you personally see something a lot, just you, not talking to anyone else about their experience, then survivors must always have this stuff on hand and must be using them close to, if not, every game. Then you ask how it's possible that this assumption is true. Well the answer is that it's a false claim. Survivors don't have this, and if they do, it's because they're getting really lucky bloodwebs or specifically going for the rare and above stuff in their bloodwebs when they see them. I personally think it looks more than it actually is because there's 4 survivors vs 1 killer. You have more chances in a single match to see better stuff when paired against 4 people on one side then 1 person on one side. It doesn't make it true though that survivors always have the good items.

    I wish I could proove my words about that every game there is at least 1 purple addon or item, but I have to record it because possibly I can take screenshots from random matches, I guess that I am just really unlucky with all that stuff

  • @Lucario576 said:

    Because you dont play with the same people every day, you play with you everyday (obviously) so it looks like every survivor has those "rare offerings" when if you ask them they will say the same for killers

    Sure thing, that's why I am saying that it's impossible to play every game against good items, so I asssuming they are using them every game but how it's possible for them to still have these items

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840973#Comment_2840973

    Use Dead Hard to get to another pallet!

    Honestly, I do not know, I have seen it really throw off a lot of survivors I have played against too. I have never played against her, really, so I can't give any specific advice. I am at that level as survivor that I just accept the down if I can't make it to a decent tile.

    I'm not survivor main and I'm not running dead hard, I guess I have to accept that there are random mechanics that killer can't even use when they want

  • @Yankus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2840962#Comment_2840962

    Nope, only one of us is on the forums crying about it.

    Ok, hmu when you will learn how to counter this for sure, wanna learn too

  • Let's take a regular rock loop for example, so I've pre dropped pallet, killer starts looping that loop so I can't leave it, for distance I have to pay attention on killer, so I am running around rocks, looking on spirit that sometimes changes her direction, but then suddenly she disappears for second or two, I see only 2 options in this situation, stay and wait a bit which results in a lost distance, and run around the rocks same or different direction, which may result in no distance loosing or complete distance loosing because i've run in to the killer, none of the options is safe, so what should I do?

  • @Yankus said:

    Your last sentence is correct.

    Ok but maybe you know how to counter random invisibility? Or you are bad player too?

  • @GoodBoyKaru said:

    A quick reminder that 5(!!!) years ago this would combine with Save The Best For Last (STBFL) it create the Machine Gun Build™, basically meaning that the killer had very very little attack cooldown, and overall the game had a lot more busted bullshit back then that it does now.

    Ofc but it still doesn't justifies complete ignorance one of weakest and least used perk in game, I remember what dev's said when they nerfed it:

    "We want this perks to do different things" or something close to this, however stbfl was adjusted after few years, but this perk received 0 changes since 1.4.0

  • Boons are almost fine, it's only CoC is broken, IMO these changes could make it way better experience for killer:

    1. Boons should be louder for killer 2. the sound that plays after placing a boon should have a direction, so you can at least some kind of idea where it placed 3.Killer should breake totems, instead of sniffing them, or it should be and option that will take more time 4.Killer hexes should override boons, for example if 1 totem left, and it's booned, and killer have noed, the totem will be hexed

    Sure all 4 changes are could be overkill, but some of them are should be in game

  • For some reason DBD support often forget about your tickets, I've reported SOOOOO many cheaters and literally every report was forgotten, just click on your ticket and type something like "I'm still waiting" or even "Hot Hotdog", anything, and they will re notice you

  • @Steel_Eyed said:

    I think Legion suffers in Deviousness. Artist does not get Brutality from damaging survivors with her power. Nurse slowly accumulates Deviousness.

    Trapper can sometimes have issues if Traps aren’t working.

    No way legion suffers in deviousness, if i remember correctly, he is getting 150 for full power usage and 550 for hitting survivor in power, that's enough because you are using power a lot as legion, well, I never had troubles with legion at least

    I don't remember about artist because i haven't played her enough, but if you are right, that's problem too

    Nurse same as legion, you get 150 for precise blink and 550 for hit after blink, again, if i remember correctly, and all of your hits as nurse are after blinks so nurse definitely doesn't have troubles with getting bps

    Trapper indeed having issues but at least he can hit the deviousness cap, unlike oni or plague when you have to make game longer after you already won (like not killing 2 survivors on 3+ gen) and intentionally farm these bps that anyway will take absurd amount of time, while trapper can just place 32 traps not counting traps you set throughout the game and nobody escapes bonus

  • @sizzlingmario4 said:

    Wiggle progress regressing while not wiggling has always been a thing, but the regression rate is so low that hardly anyone knew about it I guess (I don’t even know the exact number but it’s tiny I promise).

    Over time though it does add up. If you get your hook sabotaged and make the correct decision to drop, before the change if survivors were negligent to pick that person up, eventually their wiggle would regress enough that you could pick back up and hook, which I think is a good thing. Now you have to just leave them a lot of the time which I feel rewards bad play.

    I know this change won’t have any impact on most matches but I just don’t see the point of removing it, especially when the drop bonus exists. Sabotage and wiggling mechanics don’t need to be buffed, at all.

    I already had a game since the change where someone was left slugged for two minutes after sabotage and even though they were near a hook while slugged I knew I couldn’t do anything with them.

    Yup, same thing happened with me today, that's why I am against this change, or at least it should be finished first

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787545#Comment_2787545

    Can you please clarify if this change is only while being carried by the killer, or also while slugged?

    Nah, it's also affected while slugged, i've tested it with my friend

  • @Mandy said:

    This was always a thing as far back as 2016 from my memory.

    If you filled up your wiggle bar at least a small bit and were dropped, you'd gain the drop bonus but then as you were slugged (so not actively wiggling) your wiggle progress was gradually decreasing.

    We've even had discussions last year on this on the forum, it was quite a surprise when I saw that many people didn't know it was a thing.

    Oh god, my lord and savior, yes, it's interesting how many people doesn't know that was a thing, and it's so hard to find any clips that prove it

    Why did I even start this discussion is because a lot of killers might start slug last survivor to death, if they dropped them previously, and I don't think that devs made progress bar on the ground not decreasing on the ground was intentional, but turns out a lot of players doesn't even know about it so I guess it will be fine

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787510#Comment_2787510

    Umm so you decide to show a clip of the game from 2018,which might as well be a different game at this point, that shows the wiggle bar regressing. Putting aside the various bugged interactions that were happening I don't think this shows you being right about the wiggle mechanic. Think you could show a much more recent case of the wiggle bar regressing, if so then maybe I could take your point but atm you didn't really show proof of anything.

    https://www.youtube.com/watch?v=Nq4tu4RPLwM another one

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787416#Comment_2787416

    There was never for as long as I've played this game a situation where you lost progress while on the killers shoulder. Sure if you didn't wiggle it wouldn't fill up the wiggle bar but for no reason would/should it have taken away progress. If it became something in a recent patch it was most likely a bug, especially with the introduction of the new wiggle mechanic. The only time you lost wiggle progress was if you went from the "downed" to "injured" then back to "downed" state.

    @selflessnea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787391#Comment_2787391

    That has never been the case (unless it was added in a very recent update) progress remained the same while on the shoulder if you stopped wiggling. So sorry you are the one wrong in this situation. Ive had plenty of times where I played as the killers backpack (you know when you get a good meme agi mad grit gamer) where I wiggle up to a certain amount and stop. Not once did the progress regress.

    This is interesting how players doesn't even knew about this mechanic, I've tried to find a video with it, but only found this sadly, however, this is still proves my point, https://www.youtube.com/watch?v=vt7ZpH_rISM , at the end of this video, wiggle timer moves back 2 times, while david is on the shoulder, it was always a thing, it's stated in patch notes that this is no longer a thing

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787416#Comment_2787416

    There was never for as long as I've played this game a situation where you lost progress while on the killers shoulder. Sure if you didn't wiggle it wouldn't fill up the wiggle bar but for no reason would/should it have taken away progress. If it became something in a recent patch it was most likely a bug, especially with the introduction of the new wiggle mechanic. The only time you lost wiggle progress was if you went from the "downed" to "injured" then back to "downed" state.

    @selflessnea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787391#Comment_2787391

    That has never been the case (unless it was added in a very recent update) progress remained the same while on the shoulder if you stopped wiggling. So sorry you are the one wrong in this situation. Ive had plenty of times where I played as the killers backpack (you know when you get a good meme agi mad grit gamer) where I wiggle up to a certain amount and stop. Not once did the progress regress.

    It's interesting how players doesn't even know about this mechanic, i've spen't some time but couldn't find anything better than this sadly, however it's still proves my point, at the end of this video https://www.youtube.com/watch?v=vt7ZpH_rISM progress bar moved back 2 times while survivor is on shoulder, well, dbd forum moment i guess

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/308543/unintended-nerf-for-killers

    Wiggle progress has always been saved in this way. The only time it gets reset is when the downed survivor gets picked up by a teammate and then gets downed again. Plus you get 25% progress from being dropped and not 30%.

    It's never was saved this way, it was slowly decaying after some time if you are not wiggling, and while you are laying on the ground, guess what, you are not wiggling so the game slowly decreased your wiggle while you are on the ground, now that is not a thing

  • @ThatOneDemoPlayer said:

    What the change means is that the wiggle bar won't go down if you're not actively wiggling, which I even didn't know was a bug

    It's not bug, it's change, you even said that, sure it's won't go down now, but it's also not going down even if you are laying on the ground

  • @selflessnea said:

    This has always been a thing. Wiggle progress never regressed when not wiggling or when dropped. Sure it's a nerf to the 1% of players who even knew this was a thing.

    That was never a thing, sorry but you are wrong, wiggle proggres always regresses if you are not wiggling

  • @TheMidnightRidr said:

    I think wiggle only regressed when you weren’t wiggling while actively being carried, but I could be wrong

    No, i stated this in post, i've checked it and it doesn't regress while you are on ground

  • Yeah this makes more sense like a buff to saboteur, nice buff for niche and weak perk

    Points about running to side of the map without hooks is also fair, however this means survivors will force themselves to run to dead zones, because pallets are not infinite, so maybe this means easy downs, but this is very dependant on random generation because some very good windows can spawn here

    But point about all hooks being broken is not verry correct, yes, you can't use scourge related hooks, but currently all these perks are slowing the game, survivors literally have to run to this hooks, use their toolbox every 30 seconds (or saboteur which has 60s cooldown) and then run back to gen, I mean, yeah, your hooks are broken but the gens are not being repaired while survivors are breaking hooks so their purpose is completed, game is slowed, or am i wrong with something?

    P.S This is not part of the discussion, but I also wish that basement hooks will be scourge hooks basekit, so you still can use your perks even if every hook perk is broken

  • @lethargicsauce said:

    Also, another thing to note: I've also experienced bugs where fully healing someone doesn't fully activated/ prep Renewal.

    If i remember correctly, renewal doesn't activates when you are healing with medkit, maybe that was the case

  • @deKlaw_04 said:

    Not make them OP or anything just mettle of man somewhat easier to activate and jolt be able to damage gens with a M2 attack and more buffs to this one please

    Jolt cooldown should be reduced also, and for quality of life it should show which gens it affected

    MoM is hard to balance, even when it required safe unhooks to activate it was good, so it never left ptb, IMO the only thing they can do to MoM is increased self healing speed after you getting protection hit, so you can run away and heal, but probably this can be abused by well organized swf so MoM probably always will be niche meme perk which requiers whole build dedicated to it

  • @Junylar said:

    Agree. Enduring effect should be included in SF, and Enduring itself should protect from ALL stuns, not only from pallets.

    That actually was a thing back in the days, it was around 20% i guess, but BHVR removed it because "We want to perk stun time be more consistant" or something like that, can't remember what exactly they said

  • @GannTM said:

    Would the decreased stun from Spirit Fury stack with Enduring?

    I dunno, let's think, if yes, then basically nothing changes, spirit fury is still almost guaranteed hit, if no, then you are still making a hit, but in this case you wasted slot, however in both cases you are getting reduced pallet stun time every time, not only when SF activates if you are running enduring

  • @AngyKiller said:

    Umm..Not to be pedantic but one 'r'. Fury.

    A 'Spirit Furry' is something else entirely. 😁

    Omg yup, my bad

  • @ShinobuSK said:

    In game report system needs an upgrade as well.

    This is only game I know where you need to do so much work just to report a cheater, cant do it just in game, you need to go out of your way and contact support, and even record video evidence and upload it on YT for them? Its ridiculous

    Yeah, mentioned that in post, in game report system is useless, oh and i forgot to mention, so you need a game tag of player you are reporting, for example, from EGS, but he has some unknown language symbols in his profile name, like chineese etc. how the hell am i going to be able to report him?

  • @Labrac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619706#Comment_2619706

    Of course it is skill. Using a new charge while you're still at 50% of your dash is way different than using one while you're at 90%. With your change now suddenly everyone can use the max distance of all dashes.

    Awesome skill that takes 20 games to get used to, try to press it around 95%, if your ping high enough you just cant do it

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