Lx_malice
Lx_malice
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They used to be instant for me, but lately it's been taking up to TWO WHOLE MINUTES!
It may not sound long, but for me it's like an eternity.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/3042071#Comment_3042071
I remember being mori spammed
Wasn't it a bannable offense
I think only if you did it to prolong the bleed out timer and hold the game hostage. Never did that though. In fact I've never held the game hostage in any way.
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I use to be THAT guy not too long after I had started playing. The guy who'd bring old ebony moris on meta stacked perks and addons after a bad game. I would bm hard just to take out my frustrations. Anyone remember mori spam? Sometimes I would even do facecamp bubba or wraith just to get reactions. Before bt was reworked to activate on every unhook rather than just terror radius it was super easy to tunnel as wraith. Now there's nothing wrong with camping or tunneling as legit strategies, but I was doing it just to be an #########.
I don't remember when I finally chilled out but I eventually did. I think it was when I started learning how to play Nurse (on ps4) and after games I would get a lot of compliments for playing well. Combine that with the fact that I was leaving my edgy mid teen years and I grew out of it. Looking back on it even makes me cringe a bit.
Now today I'm generally pretty mellow when playing killer. I'll still play to win like anyone else, but I prioritize 12 hooking most of the time because I like to go for many chases. More often than not I'll give hatch to the last person. If the survivors decide they want to screw around for the match, I'll usually happily join them. I don't really care to stack hard meta perks and add-ons and I don't really care to bm anymore even if somebody else starts it. My way of bming now is just staring at the survivor for a few seconds (after I hook them) in disappointment after I catch them tbagging at gate or something. I think it sends a better message lol.
But now if you'll excuse me I'm going to go play a regular game of Myers using my standard build.
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Don't you mean THE Game.
Heh.
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I also play on Ps5. Most of my games I get crossplay gamers as well, but I don't mind too much because insta queues are cool and I don't have a problem playing against other platforms. Only thing is I kinda feel a bit "disconnected" with the community sometimes because they're on other platforms and there's no way to communicate with them at all. Before crossplay it wasn't too uncommon to run into the same people every so often (or people that your friends knew) and everyone kinda just knew eachother with how small the ps dbd community was at the time. I kinda liked that ngl.
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@GoodBoyKaru said:
A certificate of lacking any form of social life.
Hopefully.
I may as well at least be rewarded for it.
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Maybe some children play yeah.
The sad reality though is that probably more often than you'd like to believe, it really is 25+ year old manchildren bitching at you in endgame chat.
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My main has been my only p3 ever since I first got the achievement. That's all I really need so no.
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Well there will be an animation. We don't even know if you'll be able to cancel the animation by doing stuff like vaulting windows or throwing pallets.
Like dead hard right now for example. You have to wait until after the animation before you can do anything.
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ㅤㅤ
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@Viciusaurus said:
It wouldn't happen to be this one, yeah?
https://us.v-cdn.net/6030815/uploads/MD9TAEOSBV3F/lunarevent-nurse-artist-fullscreen.png
This dress really should've come with at least a head. There's like nothing that matches it.
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@Aven_Fallen said:
Every Killer has a 3rd person model which is used on their side to display the game. The camera is just placed into first person. You can see this when you look at her arms, they are much higher to align with the first person view of the Killer.
There was a bug some time ago where you would see the third person-model in the camera rotation at the start of the game. Some look somewhat normal, others really strange:
You can also see it while looking at your own shadow.
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The Sunglasses
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Nice collection!
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If the survivors making skilled plays never escape, then were they really skilled plays in the first place?
Dunno what else to tell you. Git gud at hockey.
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Yes.
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@Deadeye said:
Meh, not sure. I mean I'm not a fan of the whole "remake train" that made it from Hollywood into the gaming world. I kinda liked the remakes of RE 1-3 because the characters were made of like 20 polygons and a reshape was really appreciated, containing enough new stuff to not feel completely identical. But my gamecube version of RE4 still feels really playable, so I don't think I will buy RE4. Definitely watching some streams to check how much it improved and if it feels like a new game enough to be worth it, but I'm not convinced currently
Yeah fair enough. The original Re4 still holds up very well especially after being remastered not too long ago already. It's simply a masterpiece so it's not hard to see why some may be worried or feel that it's unnecessary for the game to receive a remake.
What's also not confirmed is whether Re4 2023 will be a remake like RE HD or a reimagining like the RE2 and 3 "remakes". I guess we will have to see.
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https://youtu.be/PYXVk3g65FA
Beautiful view.
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Yeah it's pretty hard to control. You're better off placing the gateway right on top of the survivor and immediately activating the chain into them. The hitbox is honestly pretty forgiving to the point where you should get the chain off most of the time this way.
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@Valik said:
I know this is a thread from yesteryear, but Ii'm going to revive it because I'd love some clarity.
I, for one, have absolutely no idea what anyone here is saying. Not only are many people flat out coming out and talking about No Mither as some sort of powerful perk, but the rest are often garnering concessions to say that it is only occasionally a powerful pick.
I really don't understand where any of this is coming from, it's almost as if everyone here is playing a completely different game than the one I've been avidly devoting my time to for the past 3 years.
Like, every single point I see people bring up to discuss No Mither as some sort of good pick is completely beside every fundamental reality of the game. must be missing something.
There have been 12 points brought up in this thread alone, and I honestly do not understand the concepts behind any of them because they are contrary to everything I've come to know from my 1,500+ hours of experience and thousands of hours watching content creators over the years.
- "it's a good perk for people who think the game is too easy" this is a very misguided debate, because it takes for granted that there are neither different challenges one could employ on one's self, nor a more eloquent - and perhaps less punitive - means of which to challenge a player. One could just as easily lower repair and vault speeds by 20% to make the game 'more challenging' - but that does not mean that it, by merit, is a good concept or should exist. Just because something makes the game more difficult does not mean that it has merit. One could just as easily bring other garbage perks or no perks to find a challenge in the game. Some have suggested not spawning injured, but becoming broken by the first instance of damage. This could be rendered redundant by the interjection of choice. A player could simply abstain fro healing to challenge themselves. Making the game more challenging does not make something, by merit, good,
- "Protection Hits! You can waste the killer's time by diving in front of teammates!" But it is not wasted time. You just hard traded. Any survivor can do this without No Mither. As keenly observed, killers cannot slug to continue the chase and must hook you - true. However, you exchanged hooks, which is invariably the same as preforming such an action without the perk if not worse still. if healthy you could potentially take two protection hits to the same end. In addition, this is such a convoluted and highly situational feat that could - ideally - only ever find its own employment twice in a match. In a trial where the killer's objective is to hook survivors as many times as possible, forcing the killer to hook you is hardly a consolidation. Hooks are extremely detrimental to the survivor team - they can cut the repair efficiency of the team by more than half and can allow the killer to slow the momentum of the survivors if not seize it absolutely. Giving the killer an easy hook that they cannot turn down is like cackling that you gave your worst enemy exactly what they wanted. When defenders use this point, they often choose to speak as though they can take a hook - and another survivor cannot. However, using such a trash perk that is displayed to the killer is a very easy way to get yourself tunneled out of the game instead. Any perk that's greatest use is "Hah! Now you have to kill me!" in a game where your opponent's job is to kill you - you're not doing much for the team. Even in this extremely fringe and ideal situation, such an accomplishment is nothing you cannot accomplish better without No Mither equipped.
- "You can pick yourself up off the ground! Unlimited Unbreakable!" Slow down there, scout. No killer is going to leave you on the ground unless they are letting you go free out of pity. They can see that you're broken and they know what that means. This aspect of the perk is not a buff, it is a mutual destruction signal. The 'revive self' part of the perk means that the killer is NEVER going to leave you on the ground, but will ALWAYS pick you up as soon as possible. Unless the killer intends to let you go, or frankly doesn't care about you and is fine with you taking a 30 second timeout, they're going to pick you up and walk you to a hook. And all of those hilarious trolls that think they're doing the Lord's work against a 4 slug, all the killer has to do is save one of you for last and stand on top of you - even if they hit you over and over, it takes time to recover. You're not doing yourself any favors. Picking yourself up once with Unbreakable is far, far, far more powerful than No Mither. Soul Guard can accomplish the same feat in many circumstances without forcing the killer to pick you up. You will basically never see any value out of the perk as a slug build - but if you do, it's because the Killer is more than likely taking pity on you or giving you a chance because of the horrendous nature of the perk.
- "You're so sneaky, leaving no blood trail can turn you into a ghost that no killer can pinpoiint!" Except 2 things: 1.) Killers don't often rely on blood pools any more than they rely on crows. The preferred method of tracking other than direct line of sight would be scratch marks. Scratch marks tell killers everything they need to know just by being there - if there are scratch marks, you're running; if there are no scratch marks, you're hiding somewhere nearby. You're not going to lose the killer in chase because there aren't any small red blobs beneath the bright neon red carpet that points to your location. While it may come in handy in very particular and stringent circumstances - it almost never will. Hide in a locker and pray to Jesus in heaven that the Killer doesn't see the little droplets of blood and think to yourself 'oh my, why didn't I take No Mither?!" No, because survivors very rarely hide in lockers so imminently, and often when they do - the killer can hear the squeaky hinges and deduce as much. Leaving no blood is not a selling point of the perk because it hardly does enough to conceal your location beyond what a competent killer is going to find regardless. 2.) Lucky Break, Parental Guidance, and Off The Record exist. Blood suppression is not a point No Mither has in its favor.
- "If the killer leaves you on the ground, you will be impossible to find with no blood trail!" But you still make noise anyhow. Killers rely more heavily on the sound than the blood to find you out anyway. The groans while Dying are reduced, but not muted. The killer is still going to find you if they return to the same general area. But remember - the killer isn't going to leave you on the ground anyway - because they can clearly see that you brought No Mither and want/need to be hooked. You're not a stealth slug, you're a hooked slug. The entity isn't going to care if your "Sacrificed" screen leaves a blood trail or not.
- "It adds variety to the matches, making them a lot more interesting!" Survivors take the same 12-18 perks when they have over 100 to choose from. No Mither isn't the sea salt caramel that we're all pining for. You want to dazzle a killer and your teammates with Variety? Go Red Herring, Solidarity, Repressed Alliance, and/or Blood Pact. Not only do these perks rarely see the light of day, but they do a lot more to help your team and make the match more interesting than No Mither ever could, and that's just to name a few. There are over 60 perks that, if brought into a match, would breath a lot of variety into the game without ruining the fun for everyone else who qued up with you.
- "This perk can make the killer focus on you and try to chase you down! You become public enemy #1 and can loop them forever!" That would be a good point, aside from two things: any killer worth their salt isn't going to go out of their way to attack you, especially not first. You cannot make a safe hook-run with this perk and you don't have to waste time healing, so chasing you first is sub-optimal. Unless the killer catches you out, they're likely going to save you for last - as the riskier the plays get as the trial draws long, the more detrimental your perk becomes. Unless you give them an easy open to the chase, they likely aren't going to prioritize you over anyone else. Quite literally, the killer gains no bonus slowdown or pressure by hooking you while everyone else is healthy - as all available survivors can go for the hook, and they don't even have to bother healing you! It's better to save you for later so that they can draw you into a disadvantaged zone or pull you into risky positions for the 1-hit down. But, even so, let's say that everything goes according to plan and the killer thinks you easy prey, why is No Mither the better perk for the chase? If you are such a strong looper that you can extend a chase for eons - then why is No Mither the best choice? Wouldn't it be better to have an empty perk slot and T-bag at the killer to get their attention? You could accomplish the same ends by different means - a flashlight with annoying clicky-clicks and T-bagging until the killer comes over and smacks you is literally the same exact thing, but wastes more of the killer's time and doesn't require a perk slot or the massive drawbacks. The perk betrays such an intention by working against your interests, it prevents you from capitalizing on it, it doesn't help you if you're good in chase, and it doesn't do anything that the crouch key doesn't already do for you.
- "No Mither allows you to become the tunneled survivor when the killer tries to tunnel someone else!" So, jumping into the fray to keep the killer from tunneling someone can be a good thing, yes. But don't you think it would be better to take a protection hit while healthy than to become the next tunnel? No only could the killer easily leave you so that your friends can pick you up, but even if the killer chooses to make you their new target, what all is that going to accomplish more than taking 2 protection hits wouldn't do better? Either you're in a position where the killer cares if you get up, or they don't. If it's late in the trial and the killer is gunning for that tunnel, why would they care if you go down? You have to spend 20-30 seconds getting back up anyhow and your friends are going to run off of generators to pick you back up, you just handed the killer a win-win they wouldn't have had if you were healthy. On top of it all, the killer could go right back to tunneling and, if they're lucky, they can still pick you up for a cheeky hook on the side. If it's early enough in the match that the killer isn't dedicated - swapping at the hook may make you their new target, but that isn't exactly playing to the strengths of your team, and could backfire very easily. The perk being the 'I'm a pro at hanging on the hook' is not a selling point. In addition, you could better and more effectively accomplish this with For The People: unhook and press E on them then run at the killer. It's not a play that you couldn't accomplish with other tools.
- "This perk allows me to use Dead Hard and Resilience by default!" This, hilariously enough, is the best argument. You can use DH to get away from a T3 Michael or a Cannibal chainsaw first thing, and you get a cheeky 9% buff to repair. But when you realize that most survivors can play super well without being constantly injured, and that you just used 2 entire perks to shave ~8s off of a generator when you could have saved more time by taking a hit while healthy. The ability to use everyone's favorite crutch perk, Dead Hard, whenever desired is very good - but when your entire reasoning behind using a perk is because using your 'everything proof shield' in extremely particular circumstances justifies not having a health state on top of your 'everything proof shield' is pretty bad. You might as well argue that this perk could counter The Shape because the killer can't stalk you for Tier3 if they already killed you in Tier2. It's very weak.
- "This perk makes 1 shot abilities redundant! The Exposure effect doesn't matter with No Mither!" So by giving the killer exactly what they want, they can't take exactly what they want ? That would be like arguing that you can't be mugged if you already gave the criminal all of your money. In the end of the day, you may not be getting exposed/mugged in essence, but you're still going to die/have-no-money. When a cannibal is squaring up against you, the fact he can use his M1 OR his Chainsaw gives him more of an advantage. Just because you feel slightly less pressure doesn't inform the killer's choice. Chainsaws and Exposure are intended to put you down in 1 hit. If you make it so that you go down in one hit by default, your opponent is going to laugh all the way to the bank.
- "It's Bully Squad heaven! Bring it with your friends and run the killer wild!" You wanna know the worst thing about bully squads? They are most volatile when everyone clambers for the saves. Those bully squads that line up to take protection hits for hooks are spending a lot of time off of generators and are very eager to trade precious health states that will betray them later on in the trial. When you bring No Mither, you have made those bully moments far more volatile. Your allies may be able to troll a killer by swarming you and making the killer prove a hard choice of picking you up or letting you revive... except the killer will quickly realize this and search around. Just because you can self revive doesn't mean it's dangerous. A killer can just as easily hit you once you stand up again. No flashlight saves are going to keep you from being hooked after your friends go for some sabotages and take a few hits. To a killer, hooks are time. To a survivor, generators are time. If you have an orchestra of teammates swarming around you to deny your hook - you're wasting generator time and are trading down with health states and resources. Off of a single No Mither squad, the killer can accomplish multiple downs and still manage to get one or more hooks. Trying to sweep in for the save in these situations is the #1 way SWF bully squads backfire. Worst thing is, this can be accomplished BETTER without No Mither. Without, you can be healed up and help your friends when THEY go down - and use that perk slot for basically anything better like Unbreakable, Flip Flop, Boil Over - all superior options. Not only does this perk fail to help these situations in any way that other perks cannot do themselves, but you should be actively avoiding these all-or-nothing saving throws as survivor, not betting everything on them.
- "There always has to be that one bad part of something, which means No Mither must exist - to give contrast to what's good!" Not only would Gestalt disagree, but basically anyone in design, engineering, or production would too. A machine strives for every part to be the best, and to serve a purpose. There is no part of a greater body that should seek to be the least useful. Everything in the known world - through both establishments in all religions and through the principals of evolution - point to the antithesis of this thought. There does not always have to be the bad one in a system. If BHVR was bought by Elon Musk tomorrow and he chose to make each and every perk fun and viable, by golly they could do it. By a combination of poor design and the active choice of the developers to make a 'Hard mode' challenge perk, this one has become the pariah. It is not a bad perk because there is a necessity for something to be bad in any given system. There is no evidence in reality or even gaming to suggest that this is some form of logical rule or reasonable expectation to hold.
- "This perk is very strong with X and/or X perk!" If you have to mix and match other perks to find value, does it really matter in the end? Flip Flop and Power Struggle are both good on their own, but enjoy increased usefulness when put together. Streetwise, Botany Knowledge, and Built To Last can keep an medkit in play - but when used together they greatly increase it potency. The problem with perks is what can be called called 'elective exclusivity'. You have a finite amount of choices, and many options to choose from. When you use more than one perk to accomplish a means, it must earn its keep by a multiple. But the truth is, all of the perk combinations and 'synergies' listed out for No Mither are not noteworthy nor exclusive. "Iron Will makes you always silent!" But Iron will always does that, and No Mither's only contribution is that it always hurts you. "Resilience will make chases and actions faster!" but it will do that with or without No Mither, the only thing NM does in this situation is place you on second square on the road to losing faster - like a killer bringing a new perk "All the Mither" which instantly completes all generators at the beginning of the trial 'it has great synergy with NOED' - but who cares? You were going to have better value from NOED without it anyway. Just because you attach something circumstantially useful to a bad thing doesn't mean it's generally useful. If your favorite mug helps you get through a bad day at work, equipping the new perk 'Work Mither' to make you have a bad day at work EVERY DAY doesn't mean that you net more value from your mug. If a perk gives you $15 - using the perk that puts you $5 in debt isn't exactly the clutch perk that's fully realizing the innate value of the former by fusing it with the latter. Iron Will, Resilience, Blood Pact, Dead Hard, Desperate Measures, Flip-Flop, Soul Guard, Unbreakable - these perks have value that they contribute to a match. No Mither does not, directly nor indirectly, make these perks more valuable than if you spawned healthy and could be healed.
Given these aspects, I have no idea how people can talk as though it is even a viable option in a match. Is it that low-tier killers falter and fail to understand the perk? is it that users are used to going against low MMR killers that lose them in chase and are impotent in their abilities?
What is the logic behind the praise that this perk is getting? I truly do not understand it once bit.
Bro really went and necroed a thread to write a whole essay on why no mither is bad.
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I like to hoard my cakes because I know I won't get any more. BPS though I have no problem burning if I have them. Even if you're losing as killer you still get roughly about the same amount of bp the survivors do. At least I do. No reason not to burn them as you'll just get more.
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@MrSheep51 said:
https://forum.deadbydaylight.com/en/discussion/comment/2967344#Comment_2967344
Uh, what?
What does this have to do with anything I was talking about?
Just...ignore it.
That's just disgustingly rude.
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I play my share of Ghostface and I like to use Enduring, Spirit Fury, Whispers, and either Nurse's or sloppy. For add-ons I use night shroud recovery and exhaustion infliction.
Basically I just use his power to gain free hits and play super aggressively downing survivors very quickly with the help of enduring fury and the add-ons.
Also because Ghostface can sneak up on survivors so easily it's wise for them to heal otherwise he can get free downs too. Nurse's or sloppy comes into play here.
And then whispers is just an amazing tracking perk. Always useful from early game all the way to endgame.
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@Vampirox said:
I was gonna post a build but lets be real...
As a killer you will most likely complain and start camping and tunneling.
and then you will come back to the Forums to make another post about your experience.
Lmao
You can't make this stuff up smh.
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I think Blind the thief could be cool too.
The way he can take the form of people such as one of the seven maidens or even Link's uncle and how he is photosensitive and hates light. He was also the ex leader of a gang of thieves in Hyrule and he was such a memorable boss for me back when I first played alttp.
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@Pulsar said:
I still feel like its unreasonably hard to control on console.
You have to move your camera with the wiggle sways. It's not too hard and it's worked for me for as long as I can remember.
Trust me there's no reason to nerf this perk anymore.
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@MasterGrit said:
Vampire_Toothy he's Phead and Artist main, he mostly go for m2 shot and his Phead flick is really satisfying to watch.
I'll check them out thanks!
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So you're worried about a hold w meta becoming stronger and are at the same time vouching for nerfing add-ons that allow killers to catch up to survivors faster? You do realize holding w can be effective against Nurse too with how big some maps are unless you use those addons right?
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@GoodBoyKaru said:
(thank you to people for tagging me here)
The closest, most recent gameplay I can get for you right now is this video
I'd definitely say I'm good at him but I also don't play dbd to win dbd so I sit there and try funny things that'll throw the game. Can try and get some try hard gameplay for you later if you want but no promises because I have my first final in... Tomorrow.
(oh and yes I do stream ttv/Karu_TC but again I can and will throw the game at all times instantly for a slightly chuckle so if you expect anything where I try and win you're mistaken, it's gameplay of me trying something stupid and being sad when the thing that had a 99% chance of failing fails)
Lol bangin montage dude. Well done on the editing too.
Perhaps I'll just drop in on a stream some time. Sounds like fun.
Good luck with finals though😬
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2963590#Comment_2963590
You can do the hold m1. It's a somewhat recent change, because Nurse needed a buff, of course.
However, the invisible lunge is a bug that she always had and that seems to have been exacerbated by the re-code pass the devs did on her. Being able to lunge immediately probably just makes the bug visually worse when it occurs.
This is also false information. Nurse has always been able to immediately lunge out of a blink by holding the lunge button. People seem to confuse what the recent change actually did: fix a bug where she wasn't able to do this. And as we all know, bug fixes are not buffs.
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@Bwsted said:
Devs: did you say nerf Pig and buff Blight? Comin' right up!
https://forum.deadbydaylight.com/en/discussion/comment/2963631#Comment_2963631
I think there's a general sense of overestimation of what the upcoming changes will bring. They can't just rework the game balance from the ground up. They probably plan on a lot of small tweaks in a single pass, similar to that patch when McLean left. In the end, a lot of good, but nothing groundbreaking.
You are absolutely right. I think the overall goal is just to lower the current standard for meta perks which is a good thing. It's something I've been wanting for a while now.
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@GentlemanFridge said:
I read somewhere that, as Nurse, if you hold M1 during the blink itself, you’ll lunge on the first possible frame. Evidently, the first possible frame is before she’s even fully appeared.
Not true. I tested this with @Mr_K and you can clearly see the Nurse appear before she is able to hit (or even begin lunging for that matter) you whilst on a stable connection. It has to be a latency issue.
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You mean when you revisit a thread and it takes you to the comments you haven't seen yet? Yeah that can be kinda annoying sometimes when I'm trying to reread where the discussion was going.
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What's your point? Slowdowns will also get shafted cause it's all most killer players run nowadays. Thus Nurse (along with everyone else) will be effectively nerfed.
And not to mention...
She's fine.
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I could probably play without them, but why would I do that when I have 2 perfectly good add-on slots open right there for using? They just make her feel like less of a floating sim. Nothin wrong with that.
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Not only is that unnecessary, but that's busted af lol.
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Love em
Some of my favorites include BYOB and Mr. Jack.
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Mmmm nah...
Nea is still uglier.
Who cares though. Dbd is a horror game not a dati- oh yeah.
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Only 56 hours of gameplay and you haven't even dropped any extra money on the game yet? You should turn back and run while you still can. It's not too late.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2951332#Comment_2951332
I mean, yeah: you cannot hit a survivor and a breakable wall/pallet at the same time.
Why did it prioritize the wall? Maybe it detected that more of the hitscan/raycast/whatever beams hit the wall and there's a system that prioritizes quantity instead of factoring injury/breaking. Or maybe it prioritizes the upper region of said beams. Whatever the case, I'd be interested to see people test this to see if it consistently hits breakable walls over crouched survivors.
Or maybe Nemesis is just a gentleman.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2951332#Comment_2951332
From my PoV you were clearly aiming for the breakable wall.
"Here little lady let me get that for you."
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So to the people saying that Nemesis's tentacle functions like a push...can you explain this?
https://youtu.be/xa-0iRrtPgE -
Not that I know of. Played against a few bigger streamers though. Elix, Monto, Tea Scholar, Angrypug, and several other smaller twitchies.
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Artist or Plague for me.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2948664#Comment_2948664
Wanted to play Jump scare Myers. Used scrached mirror and my last indoor map offering aaaaand the survivors also used a map offering and send me into a corn field.
So. Much. Fun. (for them)
Yeah sucks when that happens. I'd also like to play jumpscare Myers, but I never get any good map offerings for it no matter how much bp I dump into him.
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Spooky Myers? Imo a spooky Myers build is the most fun you can have in the game rn.
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You can ALWAYS improve on Nurse. There's always something you can be doing to get better with her. The only limit is the player. The myth of the "god nurse" is just an example of someone who's reached that point. There's no such thing though because nobody is or can be that good.
You can play pinhead and hit every possessed chain, I myself can hit it fairly consistently because the hitbox is pretty forgiving tbh, but at the end of the day he can only do so well against a well coordinated team. You can only be so good with him to a point where it just doesn't matter anymore and that's the point where you've reached his "skill ceiling". The survivors equal to his skill ceiling aren't exactly amazing either because he's just not that good of a killer.
Blight is a way better example here. Eventually though there is a point where even a theoretical master blight will be hard loopable by a good or smart enough survivor.
With Nurse on the other hand it's may the better player win. A survivor won't just be able to prethrow 20 pallets while their team slams 5 gens in 4 minutes against Nurse. You can do that against Blight though. Against Nurse you need to use mind games and conditioning which the Nurse can pick up on and adjust to accordingly. There will, in theory, always be a way for Nurse to gain a hit in any scenario where she is blinking to a survivor. You can't say the same for any other killer. Will she always get that hit? No, but there are many ways she can improve to be more and more consistent at it. Your blinks can be more precise, you can react faster to the survivors movement, you can make better educated guesses based on your own experience and how the survivor is playing and pathing and several other variables.
I think the problem here is that Nurse doesn't HAVE to be that good in many cases though. That's why you get so many Nurse haters claiming she's easy. No the majority of the survivors aren't very good at and don't know how to play against Nurse. That is why. Why is this the case? Because the majority of Nurses aren't very good either. So when you get a Nurse main who's played this very unique killer for 2k hours against a group of 4 survivors with 2k hours each who've played against Nurse in about 5 percent of their matches with even less (much less) of that being actually good Nurses, then who do you think is going to win? This is why if you want to get better at playing against Nurse you need to play her yourself or find a good Nurse player to scrim with. To the people who claim that Nurse isn't as hard as people make her out to be: play her against good survivors that actually understand how the killer works and then tell me how easy it is. Believe me I already know how easy it can be to play against survivors that only know doubling back at every corner. Tell me something I don't know.
I'd also be curious to see how Nurse is performing at top mmr where players claim to be facing her every other match. If that's the truth then the players should have more experience with her which could make the stats go either way. The only issue is the amount of diversity in player skill that is allowed in top mmr so it may not be very accurate.






