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Marcavecunc

Marcavecunc

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Marcavecunc
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  • @nikodemo said:

    I only try for long range hooks when running Engineers Fang. Then it's pretty helpful.

    Well yeah, but then it's helpful no matter the range..! Most matches though you won't be using it!

  • It,s only been up for a day, and it's only taking account data gathered over a handful of days.. Give it some time.. it'll get better, for sure.

  • I didn't read your post AT ALL.

    But from going back to read it after your reply.. and just reading the first sentence.. The survivor can't "endlessly" use it. Once used, it's gone, for that chase. If the survivor uses it "endlessly" against you.. you need to git gud at chases.

    Don't be so eager to hit them if you know/think they have DH, and wait the split second longer it takes for them to use it before going for a hit. Never fails to work.

    Or.. Git gud.

  • The biggest issue I have with chains is they're easy to dodge for the survivor. Run in a zig zag, chains won't hit you.

    (ok not sure if this is true for the active power chains, since I only played a game or two against him since he came out, but the passive chains are easy as f--- to dodge)

  • Dead Hard is one of the easiest exhaustion perks to counter.. If you know they have it, or expect them to have it, wait a second longer before going for a lunge/hit.. they'll use it.. then you can chase for an extra second and down them. Easy peasy, lemon squeesy.

  • I agree.. Chains are only good at loops.. in a long range "chase" they're a waste of time, better just hold W to keep going.. :/

  • Oh and as to your question, which is a legitimate question..

    Yes there should be a system that recognizes it. But it's impossible to tell from a legit "internet/pc/game crashed" VS "player just turned off their wifi/disconnected their internet cable from their PC"

    So that's why the penalty is for everyone. If you had a legit crash, by the time you get back, the 5 minutes for the first offense will have gone by so you won't get affected.

    If you crash more often than that.. get a better PC or Internet service, otherwise play a different game. Sorry to tell you this but people with bad systems that keep crashing are bad for the game, for both sides. It sucks as survivor to have someone DC randomly and, honestly, it sucks as killer when someone DCs randomly (easy to tell if they do it mid-chase, it's on purpose, if they're nowhere near you, it was a legit crash)

    Either way.. if your game crashes more than once a day.. yeah you need to get that fixed before complaining about the penalties.

  • If you got a 15 minutes ban, it means you've disconnected a few times during the last day. Either you have potato internet, or some of those disconnects were on purpose..

  • Yeah that would be bad.. :/ I imagine you were rank 1 killer constantly before the new MMR got rolled out..

    Haven't seen much difference on the queue times at my rank though (hovered around 3-7 usually, survivor queues are instant)

    Sorry to tell you this but.. you'll have to lose a few matches before being matched up against people your realistic rank.. you were probably rank 1 and winning more than losing during their data gathering and that's why you get matched vs those kind of players..

  • Or heck. just writing the characters' names after the usernames..

    So and So (Claudette Morel)

    What's her Face (Meg Thomas)

    Who's that Girl (Nancy Wheeler)

    Nice Hair Dude (Steve Harrington)

    Boop (The Pig)

    Anything to prevent having to click through 3 menus to get the info that you could get right away. Especially since it's been added in-game a while ago, and I love that.

  • Thanks for the detailed info as to what you think is wrong with the new system. That was very insightful of you.

  • Her basekit is fine as it is.. but I do agree her add-ons need a rework. I hate how most of them are useless though. But at the same time.. useless add-ons means the basekit is powerful, and making the add-ons too strong would break the killer.

    But it still sucks having so many add-ons you can't really make much use out of cause they don't matter.

    I get that her traps are part of her power.. but so is her ambush! Way way more add-ons are about her traps, despite her only having 4 by default.. VS crouching/ambushing that is the major part of her kit.

  • Just bumping this because I had, yet again, to click Match Details to see who was who.

    image.png


  • @Top_Secret_117 said:

    I like this idea, bump. Would definitely be more visually appealing

    Hadn't considered it until they removed the ranking numbers.. and checking who was who in the match details before going back to the tally screen, and thinking "well this would be more simple if they did it the same way they did with the HUD" dont need to press ESC anymore to see which name belongs to whick survivor.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2410504#Comment_2410504

    That's not really 'making great use of it', that's more 'soft-throwing the game to try and make the perk not suck'.

    All other heal boosting perks don't require this kind of approach, and those perks are way more consistent and aren't far behind Autodidact in terms of output. In fact, I'd say even Botany has a way higher average output.

    Then run those perks if they're that much better,

  • @jacindazs said:

    I played with autodidact last 7 games and count skillcheck. More than half games ended with AD 3 stacks. It wasnt usefull. So I repeat. AD should be buffed.

    It's one of those perks you have to go out of your way to make useful.

    Bring Empathy alongside it, and go out of your way to unhook/heal people..you'll make great use of it

  • Well that's a bad idea.

    And just because you're in a swf group doesn't mean you're actually good. Not every swf are tryhatds who want to stomp the killer over coms.

    And not allowing them to rank up would only make the matchmaking process even worse than it is right now. If they're better as a swf, as you say, then they deserve to rank up and play against better killers, not remain low ranks to play against potatoes

  • @DaddyFatSacks420 said:

    How about if you have Self-Care, and you’re outside of a 48m radius from the killer when healing, your aura is shown to the killer either 1- the entire time your healing, or 2- for a few seconds after completing a certain percentage of progress healing (maybe 50%,75%, or 100%)

    No. You already made that suggestion on your own thread and got told it was a bad idea. That + nurses calling would mean you can't heal anywhere on the map without the killer knowing. (if it wasn't your thread, then someone made that same exact suggestion in a different thread over the weekend)

  • Got it twice, both times on killer, and it was twice too many. I know the map is an exact replica from the Resident Evil game.. but they're two different types of games.. and sadly, for Dead by Daylight, long corridors and rooms is really bad map design. As killer, even knowing where generators are, or where hooks are while carrying, you can still get lost.. I can't imagine how bad it is as a survivor trying to reach a hook to save someone, or trying to find generators/totems without perks to help you find them more easily!

  • @Doziano said:

    https://forum.deadbydaylight.com/en/discussion/comment/2369670#Comment_2369670

    the problem though is that the game is completely rng-based. So, even if you were able to load into a custom game by yourself to explore the map, the pallets, totems and gen spawns would still be different in your actual matches.

    True. But you would have the same problem with the original post's suggestion. A picture of where it was (or asking the killer and them telling you) is useless if it's a 1/20 chance of spawning there again. But I've seen pretty hard to find spawns on both survivor and killer that I always check on certain maps now because I know they can spawn there. (like some of the ones spawning under tables in classrooms in the Midwich map, or little dead ends here and there in other maps)

  • Or they could give you the possibility to free-roam the map (either as the actual character or as a floating camera with no collision to go through walls, and some aura reading on it possibly, to show you literally everything, totems, chests?)

    But there's also perks to help find totems.. Detective's hunch is probably the best one, considering how big the range on that is. Just need to give the camera a 360 to look around you whenever a generator is completed to get a general idea of where the totems are.

    (also Small Game and that Jill perk, but I find detective's hunch to be better)

    Oh, and maps..

    But still, would be interesting to get a checklist of objectives.. "here's where the 7 generators were, this one that one and that one were completed, those weren't.. here's the 5 totems, these 3 got broken, here's a general picture of where the last two were"

    But one problem that will probably arise is.. the picture will most likely just be the picture of a wall or something and totally useless as a clue ;p

  • @GamerEzra said:

    There are so many perks that need a rework.

    That's why I don't think self-care should be a priority.

    True. Lots of literally useless perks need some love before they start working on the ones that are actually working as intended (and honestly, self care is the most used perk in the game according to BHVR, buffing it would only make people use it and self care in the corner even more)

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2369467#Comment_2369467

    I'm sorry, but you did not just bring up Camaraderie.

    Problem with Camaraderie is that, like old Kindred, you need to be the one on hook. They need to change it so it works both ways, if you're on hook, or if you go within 16 meters of someone on hook. Then it would become a more useful perk.

  • Watch them release one that's sold for Auric Cells only :p

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2368843#Comment_2368843

    I mean the title of the post is that you cannot make nurse worse but indeed you can make her worse. Just giving her Torn bookmark base-kit would probably make her not viable against good teams. She'd be like rest of the other M1 killers that have no hope to win and auto lose. those nerf nurse posts are just salty that nurse can still knock off wins vs good teams. I wouldn't pay attention to it, its like all the spirit posts. if anything, they're more likely to destroy spirit before nurse becomes unplayable, some say they already are with Stridor changes.

    Tom's Bookmark basically turns Sally into a worse Blight.. (well you can blink through some things but yeah.. close enough)

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2367949#Comment_2367949

    Really? Do you have flashlights? Do you have eyes? Can you predict where you would place traps, if you were being the Killer?

    Oh look; so many counters. But I understand; Survivors believe any Killer who gets 1 or more Killers per match is broken & needs nerfs. True balance is 0 kills a match.

    You forgot "Can you crouch walk?" as a counter ;)

  • @DBD78 said:

    You should at least be able to click on the perks, and then it will automatically take the fastest way to them without having to click on everything on its way.

    Single clicking should select nodes, you can only select those next to already unlocked (or currently selected) nodes. Long clicking buys every selected node on the path, in order of selection.

  • @Viktor1853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2367949#Comment_2367949

    How is hag a broken ass killer hag is not that hard to vs

    He probably thinks hag has no counterplay despite having a lot of it. It's easier to complain about killers than learn to play against them.

  • @ZinoRyf said:

    I feel like every player has one killer that they really hate and just cannot stand (spirits *coughs*), being able to ban just one killer so the system wont pair you up with that type of killer would be awesome, atm the game as a lot of killers and banning just one shouldnt be a problem.

    NB: if there is a swf (4 man for instance) the system should only ban the killer that the party leader choose.

    Thoughts?

    Only if killers get to ban one survivor. Who do you main by the way?

  • I agree it would make things much less grindy to just have everyone start with the unlocked perks at level 1.

    Another idea I had was.. when you prestige, keep the perks you unlocked in the previous "round" but all back at level 1. So chances are by prestige 3 you'll have all of them at the start

  • One thing they could do to buff deliverance is add more ways to activate it, other than requiring you to do a safe unhook before your first hook. But at the same time.. wouldn't want all perks to activate upon the same actions, it would be redundant..

  • One thing I wish was that offerings were shared between characters (and survivor items/add-ons)

  • @CashelP14 said:

    There's no reason to change a perfectly balanced perk.

    If it didn't have the bloodpoint bonus a lot of people (including me) wouldn't run it.

    Only reason I picked it up in the first place (and as you said, pretty much the main reason people use it)

    Same with We're Gonna Live Forever.. before, it used to do nothing at all except be a hook farming perk... they added the faster healing speed on downed survivors, that's a nice little addition, but without the extra bloodpoints, not sure I'd run it either.

  • Didn't read all the responses but as one of the first people to reply said.. BBQ isn't strong enough to warrant being a hex perk.

    And BBQ has plenty of counters. Hide in a locker, stay within the 40 meter radius, hide behind a generator.. or use one of the aura blocking perks, Distortion or Sole Survivor (ok maybe not sole survivor since it relies on your teammates to be dead)

    But Distortion is a great way to know if they have BBQ or not.. lose a stack when someone gets hooked? They have it, time to seek lockers.. Kept your stacks? no BBQ, no point hiding.

    That being said.. they might have other tracking perks that'll still tell them exactly where you are.. Thrilling Tremors and Hangman's Trick both act as pre-hook BBQ when you pick up and carry someone.

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2368722#Comment_2368722

    I know she had an add-on pass, but still a lot of people ask for a new add-on pass, this is why I talked about it.

    And yeah, maybe BHVR are not doing good with their game, I have to recognise that killers are less and less add-ons dependent.

    I don't see the logic behind asking for an add-on pass when no one (exageration, but close to the truth still) uses add-ons on nurse in the first place. But yeah she has lots of weird add-ons that got added with the pass she had, but every killer has useless/meme add-ons that no one uses. They need to come up with stuff to make it less "these 4 add-ons all do the same thing, from slightly to greatly" like it used to be.

    I do enjoy how they incorporate the character's perks within some of the add-ons now. Sorta gives you a mini version of the perk if you meet the criterias to trigger it.

  • No. Just no. (for many reasons, one of them being it would be yet another overpowered second chance survivor perk, it's fine as it is right now, plus you can't attempt to unhook yourself normally on second hook, why should you be able to with a perk?)

  • @Kees_T said:

    I heard somewhere that a dev said they can't implement that because of the way the UI was designed, so in order for them to implement this, they will need to change the UI first, so yeah, it will take some time, even tho the game is out for 5 years, such basic QoL isn't present.

    It's not hard to iterate through an Array of strings and check if (perk in array.contains(what the person is searching)) get the results and render them to the box on the UI, but yeah(this is just a example, the perk are probably objects like classes, but still, they're probably stored in a list).

    I guess the difficulty comes from the UI itself like they said. The UI isn't flexible to implement this or they managed to create a UI which is bad to maintain(which is the real reason I guess, the menu UI hasn't changed in 5 years, it was made when the game was a bug mess and the devs were probably new to the scenario of creating a game)

    Love how they did an in-game UI overhaul but can't be bothered to do one for the outdated menus.

    Another thing they really need to do is saving pre-set builds. I mean sure I can play different characters for different builds, but I prefer playing the same one and switching perks around.

    Also a perk search per character would be good. (and possibly having a mini-picture of the character the perk belongs to next to the perk icon)

  • - "she has to get an add-on pass" a good Nurse can do very well without any add-on.


    She already had an add-on pass though. And even add-ons won't help a bad nurse. But as you said, a good one doesn't need them. A no add-on build is viable for most killers if you're decent at them (though a few are very add-on reliant)

  • Pretty sure the perk takes twice as long as someone healing yourself to make it waste the same time overall.. 2 survivors x16 seconds is equal to the 32 seconds it takes for a solo self-care using the perk.

    That being said, it's really annoying when teammates just hide in corners to self care and urban evade around.. but also when you unhook them, they run across the entire map, despite the killer being nowhere near, and then self-care in your face rather than letting you heal them. I've stopped going after freshly unhooked survivors to try to heal them if they're just running for 10 seconds before stopping to let me heal when it would be already finished if they had just stayed at the hook. Want to run off? Be my guest, see you later.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361584#Comment_2361584

    It took you that many matches? I think I did it in 2 as spirit, with a normal perk build.

    Same.. 2 or 3 games at most, with Legion running a basement-ish build (honestly, a "let's go for a walk with starstruck" build, which is basically a basement build, so I just carried them down there)

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361424#Comment_2361424

    Priority wise 100% agree there not enough of a nurse player base for her to get a rework. Trapper is definitely hurting for some changes although admittedly the indoors map have benefited him somewhat. In rpd you can lock an entire path with a trap which is rather humorous. I'm not a fan of skill making an entire opponents role as being meaningless but I do understand nurse is the stress ball a lot of killer can take advantage of when the mechanics of certain maps break the game.

    The RCPD map is the only map where trapper can really shine.. that's if you can get people lost in the corridor you trapped. And with how low the chances of getting that map is...

    But yeah, trapper is super hit or miss. Either you get 20 traps (slight exageration, I know) in a single match, or none at all cause they disarm them all or just step around them

    Anyway, throwing ideas around is always fun, especially since we all know they won't take our suggestions and will just do whatever the ######### they please :p

  • It's one of those challenges that require you to play differently. It's not that hard to do.. as long as you go out of your way to go for the basement with each down. (agitation + iron grasp help a lot for that)

    Not as painful to do as the one that required you to sacrifice all 4 in the basement in one match though. But if you get a bad map and didn't really bring a basement/carrying build.. yeah it can be a pain, if you down people away from it, or if once they figure you go for basement hooks each time, they run you away from it to make it harder on you.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361309#Comment_2361309

    Whilst I agree making a killer clunky is not an ideal nerf your suggestion while admirable is leaving behavior to assign designated teleport positions. That is a major hell no. For context examine trapper trap spawns they are random and awful behavior should not be trusted to assign spawns. If you want a more meaningful nurse rework blinking through walls and door might be where she needs to take a nerf. Maintain the blink as a gap closer but make it so terrain that would normally obstruct movement blocks the nurses movement. Compensate with a speed buff, fast charge speed or reduced fatigue. Try a variety of ideas but the core of nurses imbalances is the ability to blink through walls windows and pallets. That being said garbage map design as of lately has been really encouraging me to move away from killers who play a a blatantly frustrating loop game (looking at you rpd infinites). Nurse has been a ray of solace because at least I'm not at the mercy of awful downright terrible map design. Did I mention maps are terrible holy crap do they need to review there map design principles.

    "If you want a more meaningful nurse rework blinking through walls and door might be where she needs to take a nerf."

    I wouldn't be against it requiring 2 charges to blink through obstacles (i.e. non-lineofsight blinks, through vaults and stuff like that would still consume only 1, 2 if it's flat out blinking through walls. Or a lowered timer before getting fatigued for blinking through stuff.

    But as @ilovedbd123 mentionned.. being good at playing Nurse is the reward for taking the time to learn to play her. She has a pretty high learning curve but it's so rewarding when you can start getting hits without the survivors feeding them to you out of pity. I remember when I started playing her, I used to get at most 1 hit in a match.. sometimes none at all. And then I started getting better. I'm not great, but I can handle myself. But I feel like transforming her into one of those other teleport killers' clone is not the way to go.. What next, have Spirit set "portals" before being able to phasewalk, but only from those locations?

    Trapper needs the rework more than Sally does.. She already got an add-on pass, and they tweeked her power a bit.. Trapper meanwhile only had the resetting a trap without picking it up.. he's in desperate need for love. But yeah I know this is about Nurse, not Trapper.

  • Not really into the idea of placing new pallets.. Repairing broken ones though? Sure

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/265233/nurse-power-rework-idea

    I am against most ideas to rework nurses power as it just doesn't have the same thing to it.

    A nerf of some kind is still difficult to do without nerfing her into the ground.

    Your idea would make it Freddy and hag together, but with the downside of no insta teleports.

    Maybe,just maybe, the nurse should be able to put syringes into walls and can instant teleport to there but the survivors can pull them out. Maybe she can even throw them to allow for some sort of chase potential. It wouldn't do damage to survivors at all. Just a fun little thing (it could even stick to a survivor).

    Just an idea

    Putting teleport items on the map that the survivors can destroy.. mhmm.. where have I seen that before.. Oh yes, Demogorgon.

    Seriously we don't need clones of other killers, Sally is fine as she is. She's unique, there's no point trying to make her into a mix and match of other killers. There's already too many killers that are too similar to one another.. No need to change one of the oldest ones in the game to make her a watered down clone of other killers and remove the fun of playing her.

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