LordRegal
LordRegal
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- LordRegal
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/831972#Comment_831972
How dare you not fall for an obvious trap!!! lol
I know right? I don’t get the attitude some survs have where you MUST try to save everyone. I’m happy to die on the hook when the killer doesn’t want to leave if it means my teammates capitalize on it. Nothing frustrates me more as either side than altruism lemmings. As survivor because it means the killer is rewarded for the behavior and as killer because if I see you coming for the save immediately of course I won’t leave, and now I’m being accused of camping after the game. Can’t win.
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Take it from someone who runs Kindred every game he can: it doesn’t stop altruism lemmings. I’ve got multiple recordings where I’m being hard camped by Leatherface and yet, despite everyone seeing each other, they ALL come for the rescue and the killer gets a 4k.
Kindred is an excellent perk, it deserves its slot in my build and I’m happy to have it as a perk. I can, however, confirm that it won’t solve the problem you’re looking for. Information doesn’t stop idiots from being idiots.
On the flipside, even without Kindred you can make informed decisions. Had a Leatherface basement someone. My wife and I were each doing a gen, I had the perfect view as the Nea went for the save. Brief chase, now there’s a freshly rehooked Claudette and a newly hooked Nea in the basement. I don’t gain heartbeat the whole time I’m finishing my gen, nor does my wife. So the killer is 100% camping the basement...so we finish our gens and leave. Got salt for not trying for the rescue from the Nea, but we denied the killer a lot of points for his bad strat so it’s whatever.
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@laKUKA said:
OMEGABLINK NURSE PLAYERS are complaining!.
Main nurses (with no addons) players are ok with the changes!.
I was a base kit Nurse only that used her to get to rank 1 every time I cared about getting there and I hate the changes.
I think what people are overlooking is what the OP said: Nurse is not FUN anymore. I have 4ked both games of Nurse I played post nerf. But I didn’t have fun either game. It is not fun being forced to single blink across the map because you NEED to save your second blink for a potential chase. It isn’t fun to feel punished for using your power by needing to wait (fatigue) and then wait again (recharge). It isn’t fun to know a chase is lost because you double blinked and didn’t get a down off it. It isn’t fun to wait 5.99 seconds and lose 2.99 seconds’ worth of charge since partial charge doesn’t carry between blinks. It certainly isn’t fun to know the shining example of not needing add ons to be maximally effective is no longer that way.
I personally don’t care if Mr. Big Name can stil do well with Nurse. I’m capable of it so it makes sense people better than me can too. That doesn’t make her fun to play. And I’ll be curious to see if people still do well with her as more people realize that, as @Endstille said, a straight line beats a base kit Nurse. People are still trying the old mindgames for now so she hasn’t totally died yet, but I don’t expect that to last long. And even if it does, she simply isn’t fun enough to play anymore. I regret P3-ing her.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/831101#Comment_831101
Not just nurse mains, but anyone who does play nurse even occasionally. And it affects all ports of the game, even though BHVR even admitted it was only PC with the problem.
Exactly. I've posted my thoughts on what exactly was a bad change to Nurse in another thread and it's late here so I'm not going to go super in depth right now (go find that in my liked posts if you want) but to give a real world example of this: I, someone who mained Nurse the few times I cared about rank and got to rank 1 with her, am complaining about how not fun she feels to me to my wife, who also plays the game and only ever plays Nurse for the daily. My wife, hearing this, is now less inclined to even try Nurse.
Obviously this is a one to one example, but anyone who looks...anywhere DbD is discussed (here, Reddit, Steam, etc.) will see people who played Nurse complaining about how not fun she feels now. That in and of itself is going to put a lot of people off playing her, since she was regarded as the highest skill floor killer in the game before the changes...if she doesn't feel fun anymore on top of that to the people who enjoyed her before, why bother?
Even with that in mind, she had the worst kill % of all killers across all consoles. So to someone who exclusively plays console DbD and doesn't keep up on news at all outside reading patch notes will see the weakest killer for their platform getting nerfed. This tells them two things: One, that PC is the priority for balance, which I'm sure doesn't feel good, and Two, this killer who was already frustrating to play on console is now weaker. Hard to imagine many new Nurses showing up on Console with that logic, and probably a little resentment for being the clear second class citizens here.
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I enjoy killer more so will answer from killer side.
I don’t camp unless I 100% know someone is near, and even then it’s more proxy camping as I look for the other.
I don’t tunnel since tunneling and failing to kill the annoying one makes me feel worse than not tunneling in the first place.
hitting survivors on hook is pointless so I don’t do it.
I never dc unless I have to leave urgently for some reason (has happened very occasionally)
I’ve gotten every achievement in the game so I’d hope I understand the survivor’s side...
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I mean, really, it’s not any different from 2017...it was easier to rank up as a survivor than a killer which meant an average red rank killer was scarier than an average red rank survivor. The fact it’s still that way doesn’t surprise me. Disappoints, yes, but doesn’t surprise.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/829737#Comment_829737
Why would you have more fun playing against her pre-rework? She blinked more often, and had less downtime between blinks.
as someone who got excited every time it was a Nurse I was against, for me it was because I played enough Nurse myself i knew what kind of mindgames would be effective against them. I’d try the basic stuff first, and get more advanced as we went depending on her skill level. I am absolutely abysmal at making chases last longer against normal killers...9/10 Nurses I could run around long enough they lost interest in me. The 10th Nurse was an honor to be killed by.
Now when i hear a Nurse I just wince because it’s going to be a very hard game for the person choosing to play her.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/829610#Comment_829610
That is completely true fun is subjective and why one person's feelings of it never represents the whole playerbase.
What you are saying is Nurse change has ruined your fun of playing her. That is where good constructive feedback comes in to play as to why but most posts consists of just saying she is bad as she can't do as well which is kind of the point to the change.
A lot of what you stated seems more down to not being used to the change along with the bugs of not being able to blink in the right direction (I watched someone blink backwards into the basement when looking forward which needs seriously fixed).
The Nurse id bet took a while for you to learn to get to that place where you felt powerful with her. It's why there have been many posts in the past stating frustrations as many people didn't enjoy learning her when it felt like the survivors could counter her easily. It's Kinda the same scenario as a change like this has a lot of relearning from blink distance to making the most of using them in the right places. She has changed but it doesn't mean she is bad now it just means she is different and people do fear change over most other things and why every change made which affects something is met with the same for the first month or so.
Time will tell and I while I argued her base kit didnt need changed I am not privy to what information the devs had or why they felt it did. It's not on me to speculate and say it was wrong but to adapt and give feedback on what I feel could do with being changed but that's just my opinion.
Feeling pushed to the limit I don't see as a bad thing for any killers and I would say many feel this way. This is a game of player versus player after all and that means some players will be harder to play against.
Entirely fair in general. And you’re right, it took some time to pick her up but it didn’t take too long to get pretty effective. I still have a video of an end game chat log with someone accusing me of modding my # of play hours since there’s no way I was that good at Nurse with only 100 hours under my belt.
for me, the two parts that make her unfun to play are: the double wait system and the fact that issue has led to people saying she’s add on dependent now. I’m a broken record on that second one and I’ve said this opinion on a lot of Nurse threads, but for me part of the draw was not wanting add ons for her. The more a killer relies on their add ons to be relevant, the less interested I am in them (I currently have no plans to play Clown ever again). Nurse was the least reliant and I don’t think making her more add on reliant was a healthy change.
As for the double waiting...Nurse’s power is a very strong blink at the cost of fatiguing every time she uses it. This negative alone turns some people off from playing her, and I’ve watched new players decide that the fatigue makes the blink not worth it and try to M1 her. Now, post rework, you will have either a 1 second long wait after a 2 second fatigue or a .5 second wait after a 2.5 second fatigue on base nurse to blink again. That alone isn’t bad. The issue comes in where blinking twice means you need to wait 3.5 seconds after a double blink to get that blink back. And if you just so happen to wait 3.49 seconds before blinking you have now wasted 2.99 seconds of your time because the bar freezes and progress towards a charge is lost. I think that change is absolutely horrible. It makes her a one blink Nurse for 90% of the game because you can’t afford that wait time if the second blink reveals a survivor while scouting, and if you EITHER get your first hit on a survivor after a second blink OR miss a hit after a second blink, congrats, you’re a 1 blink killer for the rest of the chase.
Old Nurse already had to keep in mind blink charge duration, chain window duration, lunge distance, and fatigue in mind while playing. Now she has to keep in mind charges too, and only use the second blink to get a guaranteed down, because otherwise you’ve realistically burned it for the rest of that chase.
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@Ramxenoc445 said:
I like to remind the killers I beat of something they did that scared me or I thought was good when they lose. Unless they've tried tunneling or camping me then I just leave em a gg or say nothing and leave. As a killer though I get a lot those too. Funny enough when I'm beating myself up about something stupid I did I usually get the nice survivors that are like "you'll get better must keep trying :)" or something along those lines. They make the days better.
Heh, I got Very Good Job So Far matchmaking last night when I wanted to do a just for fun Demogorgon game, got a full red rank team. Gave up halfway through. They were actually really encouraging postgame, I’d been dreading the “GGEZ” and they instead renewed a little of my faith in humanity.
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Played a control trapper game a couple nights ago. Got my first hook at 1 gen left. Proceed to down person #2. As soon as they get downed, they DCed. Was blown away. You guys got 80% of the game for free, and you’re rage quitting on first down? There’s no pleasing some people...
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/829558#Comment_829558
Of course you can't as one has a far superior kit and why Legion will be looked at again. My point was changes arent just done just due to them over or underperforming it's what makes them more fun to play and verse.
https://forum.deadbydaylight.com/en/discussion/comment/829560#Comment_829560
As I stated above it's one metric and one that has to be considered but not the only reason.
The fact that a survivor is overly altruistic is one aspect that does need to come into play as that playstyle is one which is promoted. Much like many other scenarios each one has to be taken into consideration and why also the do gens and get out asap scenario isn't what they use which many seem to think should be the only balance factor.
“More fun to play and verse”
There’s been a lot of talk on the forums lately about how subjective fun is and how you can’t balance around fun. However, since you mentioned it...
Two games of mine last night: Trapper on Lery’s against a confirmed 4 man SWF, and Nurse on Game against randoms. Both ended in a 4k for me. Both had altruism lemming survivors. Off of that knowledge, you would likely expect that I had more fun as Nurse since she got a favorable map and no comms, while Trapper got a terrible map and full comms.
You’d be Dead wrong. My Trapper game I only got one trap off but my knowledge of the map led to it being a solid sweep and i never felt useless.
Nurse on the other hand felt punishing and straight up unfun. I was pushed to my limits, forced to watch helplessly several times as a miscalculated double blink ended in a guaranteed end to the chase. Having to ignore survivors healing directly above me since I couldn’t angle the blink right for the game to accept it and wasting a ton of time recovering. I remember halfway through not moving at all after a double blink until the power came back thinking how awful this was. I wouldn’t have played her if I hadn’t had a daily and I certainly won’t be otherwise, and she used to be my go to for a fun game.
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I feel like the answer is “relevant add ons” but I really hate that answer. Nurse was the best killer for a budget player. Get your desired perks and you never need to invest in her again because you don’t want to use her add ons. Now everyone’s saying “just run add ons lol” so they’re clearly good (well, some of them, a good chunk are still bad) but in doing that QoL they took away what made her so appealing to me in the first place. A killer should not need add ons to perform well.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/829560#Comment_829560
This is true, and this is why we don't balance around stats alone. We do our research first.
That’s good to hear, and I sincerely believe you. It’s just frustrating when that’s the reality but all we get out of it is the 2k comment, as said by you earlier in the thread.
again, I do believe you, but I’ve not seen anything recently saying anything about killer balance from an official source that didn’t use the 2k is what we aim for as the primary stat.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/829523#Comment_829523
Wraith is in a decent place with the changes last year.
Trapper has had a few buffs in that time with setting animation and setting time along with add-on changes to name a few. His time to setup accross the map and can lose his power with sabo is more the issue.
I don't understand why you complain about underperformers while quoting a post from Peanits that stated no killers are getting below two kills on average so technically not underperforming.
I really dislike that # Of kills is the metric for killers doing well, as that really doesn’t shell explain HOW. Leatherface eats survivors who are overly altruistic for breakfast, and generally survivors are going to be altruistic if they think there’s a chance. I had a Legion game last night where an injured person bodyblocking me as I walked into the basement with a survivor let me snowball into a quick 4k 5 gen scenario since the 3rd person sandbagged the 4th. Does that game make Legion over-performing? I barely safety pipped that game. A 4 hook total 4K is a totally different story than an 8 hook 0K. I’d argue the first scenario is altruism lemmings getting punished while the second was a super close game and lends itself as a point in that killer’s favor for being fairly balanced.
”All killers average 2ks” is by itself really not a good metric to judge balance by.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/829144#Comment_829144
LMAO They literally confirmed in their last live stream that they aren't gonna rework Doc like they did with Freddy and it will be just an add-on pass and some tweaks to his base kit.
Incoming charge system on his shock because all killers need to use the recharge animation now apparently...
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Honestly I thought this thread was going to be about one of my personal gripes with the game, but nope. I hate the “I MUST be chased out the door by the killer!” Meta. You won, the killer can’t contest it any longer, take your win and go. I really don’t enjoy having to wait 75% + of EGC to see your icons change to the escapes one. If I played poorly I really don’t need to see your butt dancing selves leave, just get out and let us all go to the next game. When I’m playing survivor I’m happy to get out at the end if I know there’s no chase going on. That game’s over, time for a new one.
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@Haku said:
https://forum.deadbydaylight.com/en/discussion/comment/829044#Comment_829044
Well ofc she isn't same as before. That was the whole point of her rework geez. The old nurse needed to go and .. she did. Nurse has always been hard to play and I always see players talking how bad this is how bad that is but in the end in majority of the cases it is always about lack of skill
And I don't really know what is this bullshit about running in line ? She clearly can still blink quite the distance. If a survivor who runs in a line gets away from a nurse I don't really kow what to think about the nurse. I just don't see this working
Dammit, math is off, one moment please...
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I've said this before, I’ll say it again, my biggest complaint about Nurse now is how the counter to her new cooldowns is “run add ons lol.” I loved Nurse partially BECAUSE you didn’t want to run add ons if you were good. She was the best killer to play for the budget player...get your perks and you don’t need to ever invest points in her again. The fact that THAT has been 100% inverted is bullshit. Just increases the grind and continues to play against the idea that add ons should be optional bonuses, not required to be practical
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In just a day or two I’ll be able to say getting 100% achievements is my best accomplishment in the game...24 hook hits to go...
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@ZerLukas said:
The problem I have with new Nurse is that she's simply become unenjoyable.
Half the game you are literally doing nothing but waiting for your blink to recharge. And unlike the other killers you are entirely powerless in the meantime. That's just super boring, as it feels that I'm waiting more than playing(though will current killer queues I really am)
That's just my opinion but I'm definitely not gonna play her now.
Honestly she reminds me of Trapless Trapper back when his traps were permanently removed if someone ran sabo. Except Trapless Trapper was at least a 4.6 speed killer. Nurse gets her power back over time, but you’re gonna be using the good old wasd more often than not now at 3.8 speed. And neither one is fun.
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First thing I learned in the game itself (early 2017) is that Wraith gets no respect...very first game I played I did Wraith killer and got BMed badly enough I didn’t go back to him for a long while.
first thing I learned as a survivor - I’d been introduced to the game by videos so I knew the super basics already, so I guess the first thing I truly learned was that stealth isn’t rewarded in DbD. You can stealth all you want (and I still do) but you don’t get points for it.
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I would like to point out too that in the early days of the game getting the exposed status didn’t cause your screen to flip out and put a handy icon on your HUD that tells you you could be oneshot. People had to learn through trial and error that the scary Halloween music meant you could be oneshot until the softer version came again. You had to infer the killer had NOED when someone was randomly oneshot without any discernable reason.
If the survivor lets the stalk happen, doesn’t react to the screen effect/HUD addition, and gets oneshot, that is ALL on the survivor. I’ve only seen people not react to being exposed by Ghostface once, and it baffled me...it’s so damn clear now what’s happening there’s no excuse to not be running the moment the indicators happen (in the instance of GF, Myers is more figuring out if you NEED to run).
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Farming Taking One for the team. It’s all I’ve got left, and I’m tired of being the ######### instasave person. And I’m extra sick of how often it doesn’t work out so I get progress anyway.
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I just came back to the game after stopping just after Pig came out, so the Ruin is 100% Meta was new to me. And honestly? It’s made me a hell of a lot better at hitting great skillchecks. I muck up enough it’s definitely somewhat punishing, but I don’t personally feel it’s the destroyer of games you’re making it out to be.
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- How good you think Ghostie is. - I think he’s strong in the right hands, the best of the stealth killers
- Your opinion on Night Shroud's reveal mechanic. - outside of being able to be revealed from too far away by default I think it’s reasonable.
- Your opinion on Night Shroud's expose mechanic. - I like it in general, I mainly wish leaning wasn’t so finicky, OR you got quicker progress from not leaning by default. I love a good lean position but if you can’t find one regular stalking is relatively weak.
- The pros/cons of Night Shroud. - strong in the right scenarios at the cost of a fairly long cooldown for how central it is to his kit.
- How effective Night Shroud is in chases, overall. - mostly strong in areas where you can break LOS and mindgame. Otherwise limited use if the survivor is good at camera management.
- Other random positives/negatives. - too many maps are so brightly lit he’s easy to see from a distance, which hurts him. Same issue Myers has.
- If overall, Ghost should receive a buff or nerf. - don’t really see a need for major changes, just a couple QoLs around what I’ve mentioned.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/818136#Comment_818136
Please tell me that is knights....please tell me that
It is, yeah. Their censor autodetects things and stars them out. But when you can’t call your character a knight without getting censored...in a medieval fantasy game...
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Dark souls and their infamous legion of Black K***hts would like a word...
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@TheLegendDyl4n1 said:
https://forum.deadbydaylight.com/en/discussion/comment/817684#Comment_817684
solo survivors are at a huge disadvantage to SWF groups who have the advantage of being able to communicate threw voice-chat, this is one of the many problems in the game.
Swf is overpowered, the game is not balanced around them. Giving everyone their power on hook without it costing a perk slot is completely broken.
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@TheLegendDyl4n1 said:
https://forum.deadbydaylight.com/en/discussion/comment/817678#Comment_817678
a player shouldn't be forced to run a perk to counter a certain killer, killer perk, or SWF.
Survivors don’t need to counter swf though?
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Run Kindred and you don’t have to worry about not having it as base kit.
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@Azurlynx said:
https://forum.deadbydaylight.com/en/discussion/comment/817662#Comment_817662
I don't remember writing it's bad perks, it's great perks, but I don't wana use up slot for it.
Then you don’t get the benefit. Simple as that. Just like I wouldn’t mind Decisive Strike but I don’t use teachable perks and I play Bill, so I don’t get it. Don’t see me asking to make Decisive base kit.
It’d be like asking for BBQ to be base kit for killers.
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You want it as a base thing. How does that NOT make it a good perk?
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/817542#Comment_817542
I already said she might still be best killer, but no one is playing her anymore. A killer that no one wants to play is a dead killer, regardless how strong she can be
Why would you want to torture yourself to play the killer that isn't fun at all? Why would you want to spend so much time just to master ONE unfun killer to reach her full potential?
Not everyone has 3k hours in-game
Exactly. I could relearn her. My third game as her I was practically as effective as I used to be. Doesn’t change the fact it was extremely frustrating and unfun to play, so why should I bother?
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@Azurlynx said:
https://forum.deadbydaylight.com/en/discussion/comment/817611#Comment_817611
In that case they should add it to basekit.
Absolutely not. Kindred is an extremely powerful perk if you’re not SWF. It effectively enables swf level coordination when you’re hooked. It’s 100% worth the perk slot for me, and I think the fact I find it to be such a core perk as a solo survivor proves it should remain a perk, not be in basekit.
SWF breaks the game via voice comms since the game isn’t balanced around that level of communication. No need to make it busted every single game for every single hook.
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I say no because there’s a perk that does both of those things already: Kindred. I love that perk as a solo survivor, and its functions go beyond those two emotes. Adding the emotes would take out 2 of its 3 functions.
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I don’t use teachable perks on survivors...keeps them from being skins and actually gives me reason to play other survivors. Plus it means I literally can’t use a meta build so win/win.
Killers are unique enough through powers so I don’t worry nearly enough about perks on them.
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Imo a mercy moment comes better if it’s unprompted. Give people an inch they take a mile, so you need to sneak them that inch.
Example from a game of mine last night: Ghostface on Ormond. Find 2 people on the shack gen immediately. Mark and down them both. Nea DCs, hook Meg. Find and hook David while Nancy frees Meg. Hook Nancy while Meg frees David. Hook David again and he suicides. 1 gen is done by now. I find Nancy again, and she doesn’t even try to run, just keeps working on her gen after I stabbed her. I feel a shred of pity and walk away, stalk her, mark her, down her, and then let her wiggle free. As this is happening, Meg finds and destroys my totem (Devour Hope, the David was recklessly saving so didn’t get 3 stacks). I go and hook Meg for daring to get my totem, and she sees me clearly ignore Nancy during our chase (Nancy is now working on gen 3). Nancy saves Meg, and they return to the lodge gen. I hook Meg again because totem, then find Nancy as she finishes off the lodge gen. Seeing as she’s been a good sport, I walk around the map with her and give her the hatch. Nothing but respect postgame, even from the Meg who I honestly expected to be salty because I “tunneled” her and ignored Nancy.
Be merciful if you want, but do it on YOUR terms. Expecting a survivor to give it back to you is asking for trouble.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/817091#Comment_817091
The answer is that ALL killers should be viable, without being forced to used single use items.
How about we make toolboxes, or survivor add-ons, single use too? and then gimp the ever living hell out of repair speed so you REQUIRE a toolbox to have a chance.
Seems fair to me
This is my biggest thing. Add ons are 1 time use for killers barring a black ward. I dislike grinding more bloodwebs than I need to to get my preferred perks, as those points are better spent on someone else. As a result I’m super stingy with my add ons...they’re a special treat for myself now and then. Any killer who severely underperforms without them I don’t play much.
Nurse WAS the best killer for me because add ons were often detrimental to your muscle memory. You didn’t want the add ons, so I had my perks and I was good to use her and spend points on all my other killers. The fact I’ve seen multiple people say “with the right add ons she feels like old add on-less Nurse” is more or less a hammer blow into never using her again for me...she’s become add on dependent. The couple games I tried playing her vanilla felt really awkward (99% blink...ugh...), and I felt embarrassed to be using my prestige 3 outfit. I got to rank 1 with her multiple times in the past, can’t imagine putting up with her that long now...
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/815320#Comment_815320
Step 1 - Play Leatherface (don't camp tho) with instasaw addons
Step 2 - Run bloodwarden
Step 3 - During the EGC head to the basement
Step 4 - Instant down the first person to go into the basement and hook them when the EGC timer is at about 30%. If they are on death hook you can hook them at 50%. Make sure to loudly leave the basement so they can get a free unhook because you still shouldn't camp.
Step 5 - ???
Step 6 - Profit
Oh I've done one better. I had a game start where I had to answer a phone call right at the start of the game (was Myers, for reference) so I threw myself to the basement right next to me (Badham school basement) and in a corner so people couldn't farm me for points. Call took longer than expected, game was over when I came back, all gens done, no doors open. Put my headphones on and hear at least two people running around me. Start stalking before I turn around so they can't start a chase, there's 3 of them, all wanting to BM me. They let me hit T2...and then T3. Wound up having a 3 man basement party, 4th one opens a door and flees. They had a free escape due to me being quite literally afk, and they didn't take it. I...don't get it, I really don't. That mentality is so far beyond my own thought processes. Don't understand whatsoever what compels people to do that. Why I asked my question above.
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I would like to ask those who say "just chase them out" ...if you know there's no chase going on, if you know that you as the survivors have won...why do you need your hand held as you leave? I don't get it when I'm in a game and I wind up running into all four at the same exit door. You know you've won, I'm not going to begrudge you your win, you did better than me. We all know this. Why bother wasting quite literally all of our time just to BM?
I ran an experiment a couple years ago, and reran it last week...if I play the game 100% normally, except at the end of the game, when the final gen is powered, I head to the basement and stare at a corner...what do survivors do? The answer hasn't changed from 2017 to now...4/5 games where more than 2 survivors are alive, someone will come find me in the basement and try their damndest to get my attention, and unless only one remains, 9/10 games ended in someone lingering, whether to find the hatch, waiting for me to show up at their door, or waiting out 90% of EGC in the 2019 test. That just...baffles me. Even with EGC people do this. I'm acknowledging the surviving members' superiority over me and allowing the escape, and it's not good enough for people!
The basement test is an extreme example, but the door one is extremely common...until the killer shows up, no one wants to leave the map. If there's a chase going on, I get it, you want to possibly save your friend. But if it's clear that the game is won, just go. You're wasting all of our time, not just the killer's. Get out, get your points, and get to the next game. There's absolutely no reason to need to be chased out. I extend that courtesy to killers when I'm playing. If we're all there, I leave. I'd rather jump into the next game than linger on the current one.
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It used to be like that a long while ago. Person would get their three attempts, then get to do the whole struggle phase. There wasn't anything inherently wrong with it outside of just taking forever and being largely pointless. I'd rather not see it come back.
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Vastly prefer this version to the 2017 version (gave the extra hit to both unhooker and hooked, + they couldn't do anything about the timer if they didn't have SC). The way it is now, there's much less griefing potential as well - before the killer could not have a chance to leave before seeing someone charge in, and both would get away, now as Aven_Fallen said the unhooker isn't safe. Makes me feel less like a total ######### trying to wrap up Taking One For the Team too.
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I am a major potato when I’m the one being chased. I’m a fair hand at losing the killer rather than being chased, but if I’m not near areas that allow for that, I’m gonna go down sooner rather than later.
Killer I potato sometimes but I’m generally relatively competent. I whiff window hits more than other killers though somehow...
700 hours across 2017 and October-November 2019, and have all but 3 achievements (Taking One For The Team, Totally Vulnerable, and Adept Kate) so according to that stat I shouldn’t be potato.
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@FrenziedRoach said:
Nope - You want power at the end of the game, run NOED or Blood Warden.
If they're at the exit, you've lost at that point. Just chase them out and deal with it. If their antics bother you, look down while doing it.
It's literally seconds from your entire game ffs.
I really don’t like the meta of “wait for the killer to show up before you leave.” You won, congrats, get out and let’s all move on to the next game. If someone is being chased then of course there’s cause to stay, but if not, you don’t need the scolding parent to chase you to bed. Used to be people would give a hit as they left, I don’t see that anymore. Just a final taunt to the killer.
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@se05239 said:
I don't understand this obsession (heh, get it?) of nerfing a perk that has so many different counters that also, on top of everything else, promotes killers not playing in a way that survivors dislike.
People forget that Leatherface came out in a time where camping was more prevalent. BBQ was intended to be an incentive to leave the hook and go find someone else so saves could happen. Especially with the multiple counters it has nowadays I really don’t understand the drive to nerf it...it’s an anti-camp perk, be glad it’s meta and enjoy your saves.
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@raulblideran said:
Since we have dedicated servers, introduce ######### dc ban
1st - no ban
2nd - 15 minutes
3rd - 2 hours
4th - 12 hours
5th - 1 day
6th - 3 days
7th - 1 week
I can understand when u HAVE to dc when ur momma sends u to buy bread. Not when u see spririt cause u are an entitled piece of #########.
I would be all for this system so long as:
- The counter resets after some time (flexible on when exactly) because occasionally legit DCs do happen.
- The system can detect if the game was left intentionally or not (a la infinite loading glitch verse “leave match” button.
I forget the context but I remember a couple years ago I started a game as killer only to have a sudden urgent and unexpected reason to not be playing the game. DCed and apologized to the survs (this was before the DCer didn’t connect to the end game chat) and took off from there. It’d be kinda ridiculous if I had something like that come up again and be on a cooldown because of something that happened two years ago. And then glitching out of game obviously isn’t the player’s fault so that can’t be punished either.
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@MegMain98 said:
I run WGLF as well so a lot of times I just give myself up for my teammate. I get two tokens, they get away, I get progress toward the trophy, the killer gets a hook...everyone is happy.
Yeah, I do the giving myself up thing as well, even if I’m not running WGLF. Just extremely tedious, frustrating, and makes me play the way I dislike from my teammates the most - likely why it’s my last achievement
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People who decide they simply HAVE to save me despite Kindred showing them the killer refusing to leave my area. Let me die, do gens and punish the behavior. Going for the save rewards the behavior and typically doesn’t change my fate at all.
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@POTUS45 said:
Not everyone plays solo and wants to wait around for 15 minutes while their friends play a game.
It's really selfish on the part of the killer and I disconnect without shame if it ever happens to me or my teammates. Straight up F You to the killers who do this.
In group play you should be telling your friends to do gens since the killer is camping, keep yourself alive on the hook as long as possible, allow the 3.5 gen finish that that allows, and killer gets away with 1k.
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Ah yes, yet another thread complaining about these.
Removing Ebony moris ruins the Blood on Your Face Achievement for F2P players barring H:DH being on the shrine, so that’s out.
Keys really aren’t strong enough to merit a rework. If anything I think we need a reversion on the hatch always appearing for the last survivor...bring back the gen requirement.