LittleBigSunset
LittleBigSunset
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/335703/this-update-finally-drove-me-to-uninstall-dbd
Narrator: the Survivor was crying about Nurse, but never drop a tear for SWF on Voice Comms. That was fine, or that she thought.
Not sure I understand what you mean. Are you saying that SWFs make Nurse justified? Or that I'm not allowed to voice criticism regarding Nurse because I didn't address SWFs in the same post? I'm talking about my experience playing survivor here, not killer. I've been dunked on by SWFs numerous times playing killer but I don't really know how you can remove them from the game without crippling the player base entirely. A main attraction of this game is that you can play this with your friends, competitively or just for fun. And I don't know how BHVR can disable third party comm software like Discord to stop SWFs from being on comms. It's an inevitability that SWFs will remain as they are.
Nurse was already considered super strong in the right hands. This update has only amplified that further. Her range addons got a strong buff that apparently was intended and left unaddressed in this patch. And most Nurses (like the ones I had yesterday) slug you and try to end the game as quickly as possible. It isn't fun at all, but unlike SWFs this is an issue that BHVR can easily address. She could be nerfed or have her range addons nerfed and I'm sure she would still be one of the best killers in the game by a long shot. Take that for 'crying' if you want, but it's the truth, and I'm annoyed that people seem to think Nurse is immune to criticism.
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Your experience isn't equal to the experience of other players. True, it's unlikely for someone to get camped and/or tunnelled every game over the course of ten matches, but it is certainly possible. And even if it isn't targeted towards you specifically, it's likely for you to witness it happen in some form a fair bit. It's entirely dependant on the killers you verse and is out of the survivor's control entirely.
Some people yesterday said they got nothing but Thana Legions. I didn't see a single Legion but saw a lot of Nurses. This doesn't mean that across the board Nurses are more common than Legions. I imagine your MMR will have something to do with the kind of killers you verse too.
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@TrustyJoat said:
https://forum.deadbydaylight.com/en/discussion/comment/3075058#Comment_3075058
What part of "I'm uninstalling this game" is a discussion? This update hasn't even been live for more than 24 hours, and you're here to loudly proclaim how you are not going to play anymore. That's not a discussion, it's the cries of a child seeking attention.
It sucks that your experience with this update has been so bad, but again, it's still early days. Survivors are clueless on what to do, and it's become VERY obvious that a lot of higher MMR survivors don't even know how to loop properly. Their reliance on Dead Hard and other second chance perks was a crutch, and now they don't have that. This isn't the first "I'm not playing anymore" post, and it won't be the last.
The reasoning why I'm uninstalling in the first place. Did you even read my post? I wanted people to throw in their two cents to see if my experience was a common one or if it was instead an outlier. I'm getting the impression it was an outlier. No thanks to you calling me a child.
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@Dead_Harder said:
Or and hear me out here, survivors havent figured out what works best yet and instead of staying for a while and seeing how the meta settles you decided to book it.
Which is understandable but imo you just expected to just cruise along doing as well as you have been doing in a completely new survivor meta and when that, obviously, didnt happen you gave up.
Am i being optimistic in thinking the survivors experience will get better as people figure out what works best and what to abuse? Probably. But i think thats whats going to happen in 1 week max.
To be honest with you I was already having a rough time with the game in general. I was banking on this update drawing me back in and making the game enjoyable again. I agree it is a bit harsh to quit in so little time after the update drops but I just can't see myself enjoying the game right now. Some more changes need to be made.
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@TrustyJoat said:
"Killers are having too much fun. I'm taking my ball and going home."
Jesus, I love this update; it's really pulled back the curtain and shows just how many Survivors have no idea how to do basic things like Loop, Kite, etc. and were just relying on second chance perks to bully Killers.
"I don't want to play matches where effectively the game is over for us in the first couple of minutes because we have little chance of coming back from a mistake due to [STUPID REASON]"
Now put yourself in the Killers shoes before the patch. Do you think people wanted to play matches that were 'over in the first couple of minutes" because the SWF has perfect comms and is plowing 3 gens in the first 2 minutes of the match before the killer can even get a hook?
Now that the shoe is on the other foot, you're going to uninstall and come to the DBD forums to complain about a game you apparently aren't playing anymore. 😂
I thought this was a forum for discussing DBD. I'm offering my thoughts on the update and sharing my experience: which has been unfortunately a very bad one. I didn't realise that I'm not allowed to offer my thoughts on this forum if I no longer play the game at this time.
I'm also not sure why you're trying to antagonise and insult me for sharing said experience. You're making me out to be a bullying survivor who wants to dominate killers and relies on second chance perks such as pre-update Dead Hard. You're ignoring my criticism under the basis of "lol now you have to actually learn how to play the game git gud dummy lolololol". How is this helpful in any way? This is not to mention that I haven't used Dead Hard since it came out because everytime I used it I would fly into a tree. DS isn't a second chance perk after all of its changes because for it to work you need to get tunnelled. And in the 10% chance that you catch that same person later on and get DS'd, you know at least they haven't been doing anything productive. So I don't know what part of my post made you think that or made you so hostile.
And I'm aware that killers have had it rough, especially against SWFS. Did I literally not say that no killer deserves to get genrushed? My problem is that these changes make the solo queue experience even worse. I play a large amount of solo queue so I can weigh in on that.
Nice work calling my reasons stupid, by the way. What a good way to encourage discussion. I think the longer gen times will make solo queue mistakes that much more punishing because it gives the killer much more time to capitalise on them. Do you think that killers should deserve to have their games ended based on a single mistake eg: a bad beginning chase? I wouldn't think so.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3054140#Comment_3054140
Nurse can be stunned just the same as any other killer. A well-timed pallet drop can even stun a Nurse mid-blink. Especially if it was a second or third blink, you now have plenty of time to make good distance while her blinks recharge. You can also fake a pallet camp, or do a pallet camp at a tile she doesn’t know you are at. You can also double fast vault a pallet, and if she’s on the wrong side of the pallet you’ve won a lot of extra chase time.
Slow vaulting for stealth or mind games, faking vaults, and being unpredictable and maybe even vaulting when you previously hadn’t.
Edit: in a coordinated SWF, you could also intentionally go down under pallets to force her to slug you, buying lots of time for other teammates to do gens.
Valid points. Thanks.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3054035#Comment_3054035
This is patently false. If it were true, why would the devs not changed the way she functions long ago; and meanwhile, continuing to release perks that are arguably strongest on her?
https://forum.deadbydaylight.com/en/discussion/comment/3054048#Comment_3054048
Nurse doesn’t ignore or negate survivor defenses. Walls, vaults, pallets, and lockers all still exist in matches with Nurse. She simply changes how you use them effectively.
I'm not that invested in this nurse debate but I have to ask, how do you use pallets and windows 'effectively' against a Nurse? Doesn't her whole power being able to blink through pallets and vaults make them pointless for survivors to use?
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He's weak but that doesn't mean he's not fun, provided you don't get matched against really good SWFs. It feels awesome when you can pull off a wicked shot from miles away, especially considering how precise his harpoon hitbox is.
I don't think he needed a nerf at all. Compared to the top tier killers that BHVR have never considered nerfing and have instead buffed, like Nurse and Blight, his power level wasn't even close to theres. Slinger has essentially no map pressure and has to rely on strong chases to keep people off gens. The fact that they nearly gutted his chasing ability (and the niche ability to sneak up on people) just boggles my mind. He was perfectly fine the way he was.
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It's unfortunate that a lot of the replies here seem to be missing the point of your post. I think you make a good argument, especially in regards to the rework to Monstrous Shrine.
The 24m range can be negated by arming traps all around the basement and forcing survivors to disarm them. Then you know they're coming for the save and can quickly cover the distance to either get another down and another scourge hook for 15% gen regression or run them off and reset the traps.
And if the survivors don't attempt a save you can proxy camp and have the survivor die 20% quicker, which would enable you to repeat the process over again and not get genrushed (a fact amplified by gens now taking 10 seconds longer). In solo queue especially I could see this being a problem.
There was a period where I saw basement trapper a fair bit (probably not long after his addon rework) and it sucked. 9 times out of 10 you were forced to abandon the save and try to crank out gens as quickly as possible. Now with the added utility of Monstrous Shrine and the extra gen time that may not even be possible unless you are incredibly coordinated and efficient with gens. I could see this build making a comeback.
And to the people saying to just stay away from the basement in the first place, agitation and iron grasp can cover an enormous distance and you won't know where the basement is on most maps when you are the first one chased so you don't know which area to avoid. It's more common than you think for the killers to get basement hooks if they run that build, that's why they run it.
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He's actually getting a buff with the developer update's reduced basic attack hit cooldown and pallet breaking time.
Dead Hard also won't counter his shots now either (which was by far the biggest thing that pissed me off, nothing like pulling off an amazing shot only for the survivor to tap a button and disregard it entirely). One second of endurance doesn't matter when you still need to reel them in after the shot.
Can only hope it's enough to make him viable though. I main him for the most part so I'm praying. I agree he could use an addon pass, although he does have some good addons outside of the reload ones (rusted spike, for example).
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A 3 second stun simply won't be enough to punish a tunnel and killers will be more than encouraged to keep tunnelling the survivor who DS'd them because they won't have made enough distance. It becomes even more of a laughing stock against killers like Nurse and Blight, and does little against average tunnelling killers.
DS is designed to be an anti-tunnel perk. In 9 out of 10 scenarios, it activates because the survivor is getting tunnelled. If you don't get tunnelled it's a wasted perk slot and if you do get DS'd by a survivor that you haven't tunnelled then you know at the very least they haven't been doing anything productive in that time.
The only thing that went against this design was the fact that you could use it in endgame. Get off the hook and you're pretty much guaranteed to make it out alive, even though the killer didn't tunnel you. This has been addressed which is great but the stun nerf is completely overkill and makes the perk redundant. It doesn't punish tunnelling hard enough to warrant running and it only activates when you get tunnelled, so you're now looking at a perk that only activates once in maybe a few matches to do next to nothing. You're almost certainly ending up back on the hook and getting tunnelled out of the game.
Not to mention that Off the Record does everything that DS did but ten times better and recreates the endgame problem of being invincible once you're unhooked. It's a baffling design choice to be sure.
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Now that they're actually giving him a face with the RE8 Third Person update, I think Ethan would be a perfect fit for survivor.
Could give him his outfits from 7 and 8 (with an option for a chewed off hand like Ash has for his metal arm/puppets), plus a legendary molded looking version.
An idea for a perk could be something to do with quick health regeneration, but as the trial progresses you become more sluggish/ harder to heal and weaker in general (like how Ethan regenerates seemingly fatal wounds thanks to his connection to the mold, but by the end of Village is literally falling apart).
Maybe something based around his blocking ability in the games, although given Dead Hard is pretty much universally hated that'll probably not go down well. Or possibly something to do with protecting the obsession (like how he is determined to save his daughter, no matter the cost).
I think he'd be an excellent addition and a way to link the older fans of RE who are attached to Jill and Leon to the newer fans of RE who may have been drawn to Ethan as a character. He really grew on me in Village.
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Remember when they said they'd be rewarding players for getting their devotion levels up and they never did? Getting the same feeling here. I'm not asking for cosmetics (I main Laurie, after all, and she's probably never getting anything again because of her license but I pray otherwise) but bloodpoints and shards would be awesome and make grinding to P3 on multiple characters worthwhile, or at the very least not feel like a slap in the face.
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@Superyoshiegg said:
Bloodhunts only double your four score categories.
Basically, you can earn up to an additional 32,000 Bloodpoints, assuming you earn the first set of 32,000 BP.
It is not effected by Bloodpoint offerings such as Flans, nor does it effect the rewards from completed daily rituals.
As I thought. Cheers.
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@Crowman said:
You aren't describing anything that isn't already the case with Legion and 2% isn't going that much.
I'll admit I thought Thana was 16% currently LUL. Guess it got buffed when I wasn't looking
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1) I feel like this applies to any killer if you are a skilled enough survivor. You get a bad nurse, sure, it'll be a walk in the park but a bad killer in general won't know how to mindgame or effectively chase. The match will be just as easy, only perhaps not as obviously easy because you're not versing someone slower than you with a power that's hard to use.
2) This really varies. I have had nights with no nurses at all and nights where I've been getting nurses literally back to back. But the frequency at which you verse her doesn't really matter. Just because people aren't playing her non-stop it doesn't mean that Nurse herself is fine.
3) Sure, a good nurse is almost always guaranteed to win. But isn't that a bad thing? You want a killer to be balanced, not overpowered in such a way in that if you are well-versed enough with her, there is absolutely nothing a survivor can do to stop their ass getting beaten every time.
I don't think Nurse ever will be 'fine'. Her whole power offers no counterplay to survivors and feels awful to verse, especially in solo queue where you will get your arse handed to you before you can say the word go. I genuinely do not know what I am supposed to do when I verse a good nurse. Every dodge feels like luck rather than skill. She's not a killer I can try to adapt to as I verse her again and again because there is nothing to learn aside from trying to break line of sight (which on some maps, like Azarov's, is nigh on impossible).
She's fundamentally broken to the core and the only way for these problems to be addressed would be to nerf her into the ground or rework her power entirely.
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I agree that Solo Queue gameplay should have the same balance as SWFs. There is no reason, absolutely none, why Kindred shouldn't be base kit (minus maybe the killer aura reading part). If SWFs are able to negate the use of multiple perks like Kindred through communicating, why should solo players have to use a perk slot to get the information that SWFs get for free?
To add to that, I think solo players should be able to see each others' loadouts before the beginning of the match. This is another thing that is given to SWFs for free (of course you're gonna know what each of your friends are running) and would allow for solo survivors to coordinate much more effectively. If I know someone's running a sabo build for instance then I can play accordingly and help the sabo work. Or if someone has unbreakable, I can leave them to recover themselves rather than running across the map to get them and having it potentially backfire. Or We'll Make It, Deliverance etc. will let me know to let others get the hook save rather than me getting it and denying them their perks. There's a load of other examples I could choose from.
Solo queue is always pretty much a coin toss because you have no way of really coordinating with your team and this leaves you open to mistakes that can straight up cost you the match, mistakes that are completely negated by the communication and strategy provided by a SWF. When you get a solo team that can somehow pull off an amazing escape it feels awesome but unfortunately that is far too rare at the moment. Not to say I'm expecting an escape every match or for every match to go well, but it's really demotivating when you can go match after match where you can tell the match is over in the first couple of minutes.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2766570#Comment_2766570
You are making the mistake of hyperfocusing on skill. MMR is a matchmaking tool first, not just a skill measure system
Bubba who gets 2 or more kills by camping has to gain mmr. He needs to face survivors that can deal with a camping bubba not weaker survivors that will once again feed him kills on a silver platter.
Same thing with the survivor. If you do nothing all game and still are able to escape though the exit gates then the killer just lost a 3v1. You have to gain mmr so you start facing killers that will be able to kill you if you don't carry your weight.
If you change it so these kind of cheese tactics lower mmr then you will suddenly have a mmr bracket full of camping bubba's and teammates who don't do anything. If you are new and get stuck there you are never getting out.
It's the same in other games. Starcrafts zergrush also relativilly takes little skill. You still advanced if you win with it. Same with fighting games and projectile spamming. There are ton of these kind of noobstomper tactics that need to increase your level so you start facing players that can deal with them.
I didn't consider it that way. Thanks for the thought out response. I still think it needs to be more in depth though if it's something the developers can do.
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All you have to do to know this is a bad system is look at Bubba. If you get a Bubba that facecamps from first hook and gets a 2k by the end, the system will assume he is as 'skilled' as a killer that managed to kill two people over the course of the game who went through several longer, more skill-testing chases, who got more than a couple of hooks the whole game and did a whole lot more than stand still staring at the hook for the majority of the match. The two survivors that got facecamped, who literally didn't get to play the match, will get their MMR lowered for not being 'skilled' enough.
My point here is that no game is simple enough to evaluate based purely on kills and escapes. The game is far more complex than that. This current system rewards tunnelling and facecamping and gives no incentive to go beyond that and try to go for hooks on multiple people or engage in more gripping chases. It's boring. We used to use the emblem system to determine rank, which while obviously not foolproof did a far better job at evaluating how you did over the course of the match. Did you manage to hook everyone once? You go up in one of your emblems. Ended the match before the gates got powered? The system would take that into account, if you facecamped or stayed near the hook for too long you would be penalised. Participate in a lot of chases, you would get rewarded. You weren't purely evaluated based on how many people you killed or if you escaped. The emblem system took into account several different factors that could determine your 'skill' or usefulness in that match.
For survivor, with the current system if you were to hide out of the way, not do any gens, hook saves, whatever, and still got the hatch, your MMR would be unaffected. The old system would penalise you for it and you would lose pips, dropping in rank. Now obviously you would need to play like this regularly for it to have a substantial impact and lower your rank a fair bit but that's the point, if you didn't change up your playstyle your MMR would be lowered. Want to be in the high ranks? You have to actually participate in the match and do more beyond hiding in a corner or facecamping the first person you get. The current system doesn't care about this, if you still managed to escape or got a couple of kills out of facecamping then you are rewarded for it and encouraged to do more of it.
I've gone off on a bit of a ramble here but I hope what I'm saying makes sense. The old system in my eyes was better. I don't understand why it took them so long to introduce a system that is undoubtedly worse.
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This has happened to me two times now and pretty sure it's earnt me two reports. Managed to find out though that getting hit disables it though, so if anyone does get it just let the killer hit you then play normally.
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@Venzhas said:
https://forum.deadbydaylight.com/en/discussion/comment/2070220#Comment_2070220
Submiting a ticket to the help center OR the best is the bug section on this forum.
You can transfer it on Youtube from your PS4. Then you got a link this way
I'll be sure to file a bug report on here as soon as I get the video uploaded. Thank you.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2070416#Comment_2070416
They meant that continually exploiting a bug is bannable. Having it happen by accident and just running with it until the end of the trial is fine. Sucks for the Killer, but it's a bug. Nothing to be done about it until it's fixed, so long as others don't try to replicate it for an advantage.
This is reassuring to hear. I'll be honest reading that other guy's comment made me panic a little.
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Had this exact thing happen to me, except I was on Shelter Woods. I'm on PS4 and my build was Balanced, BT, DS and Kindred. Reassuring to hear I'm not the only one I was worried I might get banned for it.
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@OldHunterLight said:
If it's a bug no, you cannot get banned unless you abuse it or find a way to abuse it.
But when something like that happens, record it and send it to the bug section.
Also to the exploit part, if you exploit it, there is a chance for a ban but it might take the devs a few months to fix it, just like the double hit exploit which hasn't been fixed for about 4 patches.
If you happen to get banned, make sure to talk to bhvr because of the unfair ban.
Sorry, what's the way to report stuff like this? I have a clip of it recorded on my Playstation but not sure how I'd be able to use it