MarcoPoloYolo
MarcoPoloYolo
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If the peak of survivors destroy the peak of killers, then there's something wrong. Survivors are like Nurse. Most aren't even at an intermediate level, but they have ridiculous potential (though weirdly enough, some of the potential does not require skill, which is why it's weird that there's so many bad survivors).
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It should be based around potentially getting 2 kills with the gens being done at base (no perks affecting this on either side). The killrate inflation likely is due to a combination of bad matchmaking, and endgame blunders from the survivors from getting greedy. Here's what you're doing if you're balancing around 2Ks as the final result no context included. You're saying you want the killer to only get 3-5 hooks for 5 gens and securing a final kill during endgame via one hook. Meanwhile, the pipping system doesn't reward this. If we're talking about balancing around 2Ks, then the devs need to make fixing the killer pipping system to reflect this. Under most circumstances, what's effectively a 4K is what's needed to pip even once.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2295755#Comment_2295755
Unless you go against someone with a brain, none of that matters. You won't find that with bots but will 20%-50% time in pub matches.
It actually does because a lot of what I talked about doesn't require survivors to figure out. In reality, being able to just roam around the map is kind of what you'd want, but a practice mode is nice as well. You don't need survivors to experiment with killer mechanics.
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@Phasmamain said:
To play devils advocate here what would you actually learn while playing against bots? Surely they wouldn’t be very well programmed and just run in a straight line and fall for every mindgame as they do on mobile?
Can’t imagine getting much use out of that tbh
Learning hitboxes for Nurse (and distances) and Huntress (and her arcs) for a consequence free match without worrying about loosing your rank. Learning Blight's collision and routing, and just practicing running the more complicated tiles as survivor and killer in general would be very beneficial for the community.
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@Brightened said:
Clearly I don't understand something here. Whipping over pallets and other objects? Whipping to break pallets? Random zombies being placed behind me in the direction I need to run and then mr FLASH comes zooming at me. I'm missing the trick here for this one.
Unironically, shift+W. You have a free Mettle of Man for whenever he whips you (possibly due to his hindered maybe being bugged). You can easily abuse that fact and chain tiles. Outside of this, Nemesis has pitiful range on his whip. It's only slightly better than a lunge, and he can't hit windows through a sharp angle. Use that knowledge when looping him. He'll also have some trouble keeping up if you call his bluff on the whip VS pallet. Stuns also cancel his whip unlike Huntress and PH, so a pallet vacuum is strong against him. He honestly has more counterplay than average amongst ranged and psuedo ranged killers.
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Oh you're going to change your tune once you hit purples and reds, where survivors deciding to hold M1 determines whether or not you can win if you don't have gen defense.
Well, for ease of use VS solo survivors, Wraith, Freddy, Pig, and Letherface all qualify. Many would say Spirit is easy to use and strong, but I don't think she'll be easy to use for a new killer. Tracking purely by sound, scratch marks, and grass isn't as easy as you'd think. However, it's a skill you can partially learn from other killers, lowering the curve after you have some experience.
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As long as you're not crossmapping, using a vaccine is going to hurt the killer's time a lot more than survivors. That speed boost wastes a lot of time.
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@razberrypizza said:
https://forum.deadbydaylight.com/en/discussion/comment/2294206#Comment_2294206
You have to be smart about when and where you infect. Unlike a MoM proc, you control when and where it happens. Ive had situations where a survivor can be zoned into an infection and they cant do a thing about it.
That only mitigates the problem. Yes, that style can work well, which is why he's not D-tier. His problems are too much to be considered amongst the truly good killers.
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@razberrypizza said:
Id say low A high B. 95 percent of my games in the last week were with him and i managed to 4k (or 3k with hatch) every one. I think the perception that hes weak comes from people trying to disregard M1 and only M2. My strategy usually revolves around infecting only if i cant use the m1, then abandoning and infecting/hooking the next survivor. Lethal pursuer helps very much with this strat, and is probably the only reason it works as well as it has.
Let me put this into the other perspective. When using his power, Nemesis gives the survivors a MOM proc, and survivors can give themselves an additional 4 total in the match. That's why he shouldn't be considered anywhere near the A tier. He's low B high C at best because of this weakness. The method you talk about is what I do once I get to tier 2, and while it mitigates his problems, it doesn't remove them. A good survivor will take advantage of it, and either reposition, or chain into another structure. Possibly a stronger one.
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2294124#Comment_2294124
Except unless it's broken. It doesnt hinder them at all. And they go flying away
It lasts for .25 seconds, so, with the speed boost, they're going for 130% speed for .25 seconds, and the full 150% speed for 1.75 seconds, which is why it isn't noticeable. If Nemesis has a 2.5 second hinder, it would outlast the speed boost and help him catch up.
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@CreamedTunaFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2294111#Comment_2294111
Elmo prolly fat fingered the code and hindered got broken in general lol.
What's funny is this was known in the PTB and was somehow not fixed?
They probably didn't playtest since after Blight. Do you think after playing PTB Twins and Trickster that you would have let them go live?
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I'm calling it right now. BHVR probably screwed up the hindered status effect for him. His is currently coded at .25 seconds. A typical hindered status effect is 2.5 seconds. Who wants to bet that the code is off a decimal?
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@Chilli_man2400 said:
Also stop this attitude that they won’t change the maps cause of money there not that greedy like EA they already announced that every map will be changed and they recently got the license for Halloween so that confirms that Haddonfield might be changed in the mid chapter. Plus they nerfed all the bad loops on other maps yes the breakable walls are there and some maps got worse(The game) but at least there better than there old versions.
Yes, yes they are as flawed and greedy as EA. Do you know what was the problem with Battlefront 2? The grind was insane and some elements (the perks if you would) were tied to RNG or could be hastened by paying. It could take you 40 hours to reasonably unlock a hero. Lootboxes was what allowed you to get perks, and directly purchasing currency from duplicates. This is what ticked people off.
In DBD, the RNG and paywalling isn't as bad, but it's still pretty bad in context. Perks are tied to characters, and the shrine is inherently random, and you'd have to grind a lot in this game to get characters, or builds. You're not just locked out of characters, your performance is tied to perks. When it comes to grinding DBD is awful. Shards don't really come to you quickly, so if you were a new player and only want to play the default characters, it's pay up, or grind to unlock characters and grind them a lot more to unlock the perks, then grind through RNG hoping you get the new perk that you want, or get lucky and get less grind via the shrine. There's many EAisms to BHVR ATM.
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You're talking about it not being realistic, and therefore, unfair, why should Deathslinger not instantly get a health state for shooting a harpoon into someone? Why doesn't he drag the survivor over the pallets? Why isn't the survivor punished for not knowing about the small angles DS can shoot through? Shouldn't that be punished?
No, I don't want this, I'm pointing out how silly this sounds.
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@DrFruityLoops said:
https://forum.deadbydaylight.com/en/discussion/comment/2292283#Comment_2292283
you know what is the best part of this, that ppl here miss the point that no where in this have I said I enjoy going against killers with the counterplay of holding W it is the most boring ######### in this game that requires no skill.
if they remove the lingering hitbox make his wind up take either .50 seconds or .75 seconds then they can remove the speedboost from the infection but as it is right now the lingering hitboxs doesnt work to be excused by "well he has to hit ppl 3 times"
Or. Here's a thought. You could get good. His range is mediocre, and he can't hit windows at an angle, so usually, on strong loops, if you get hit, you lost a midgame in the first place. Maybe learn how to pallet vacuum so that you can play the pallet midgames with him. He, unlike Huntress and Pyramid Head, can have his attack interrupted by a pallet. Even when they bring in killers with decent anti-loop that has counterplay, people whine. Can't say it's unexpected. This is the same community that loves comparing Trickster to old Legion.
Also, saying he should have a longer windup time is insanity. He doesn't just have the windup time. There's some time after you press M1 before the attack is active, all while the survivor receives a visual and audio queue. Nemesis roughly takes the same amount of time as Demo to prepare to land hits, and it's much easier to land them out in the open with Demo, even with the AD tech on Nemesis.
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Same reason why all the highest tier killers barring Spirit are on the lower end of the killer spectrum. The killrates mean jack and #########. If anything, it highlights the mechanical skill requirement more than anything.
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Well, 1. Do they have gen defense? If not, there's your answer. 2. Did you BM them? 2 is why I tunneled and camped a guy. I immediately don't care about the other side's fun if they BM me.
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Good overall, but here's the things other than the obvious (blink distance muscle memory).
I'm a PC player, so I don't know how your settings work, but if you control sensitivity isn't maxed out, I'd recommend raising it and getting used to it since a lot of the whiffs really came down to hardware limitations.
One thing I notice you did that won't impact your gameplay against the average survivor, but will hurt you against good survivors is that you seem to want to blink onto the survivors. What you want to do is blink to the place where the survivors will be if they double back immediately. If they double back, you get the hit. If they don't, you second blink to them, and that usually nets a hit. Going for prediction hits and precise blinks is why the Meg and Chris managed to juke you. Overall, good gameplay.
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It's always been a pretty popular perk. It's THE anti-early game perk, and that's one of the biggest weaknesses for killers. That and sealing off 3 gens is guaranteed value whereas totem perks aren't.
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Oh yeah, forgot to add this. Survivor's egos. I'm sure many killer mains can relate that a lot of times, survivors think the killer player's a joke or they themselves are god tier just because the got to the last gen or completed them. As a result, they go for the most idiotic plays that allow a killer to immediately snowball because the killer is not, in fact, bad at the game. Survivors just had a stacked map and/or good spawns.
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Matchmaking and weak links. Survivor is a cooperative experience whereas killer is an individual one. Requiring a team effort means that bad teammates bring the rest down. If all of them were good, the killer wouldn't stand a chance. Chests offer incentives to be off the gens in exchange for a shiny item that you don't have to spend scarce survivor BP for.
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Yep. The Nursified Blight. Fantastic. Let's hope BHVR get around to fixing him rather than leave the bug alone for years on end.
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@thrawn3054 said:
Your argument really doesn't work. Yeah, they're obligated to attempt to do the gens. You are obligated to actually find them. If you just run in a circle around your three gen you're just as guilty of delaying the game as them.
I disagree. Objectives are typically to funnel players towards each other. A killer guarding the gens is guarding the objective. It's also the only objective a killer can reasonably be expected to know the location of because of the auras. Survivors have inherited the game mechanics from when this game was intended to be a stealth game in the form of the terror radius. If survivors don't want to be found, especially on the oh so well designed big maps that somehow have not been significantly reworked during the updates, they simply will not be found for an insanely long time. Killers are intended to defend generators. They're the defensive party. Survivors are the offensive party. If the survivors are actively deciding to not do the objective, they're the ones holding the game hostage and just being petty because they played poorly. And yes, this happens a lot. Often times survivors do just hide out of spite the instant they're loosing with only 2 people remaining with no intention of completing the generators regardless if you're defending them or not. Honestly, this game needs a timer and a forfeit option.
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@miketheratguy said:
I'm just going to say the same thing I say to everybody when I hear about the "grind".
The grind is, when you get down to it, literally just playing the game. There's no "end" scenario, no finale where the game has been "completed". The whole design of the game is to play it over and over and over. What's the point of rushing through a bunch of matches when the reward is more matches?
I don't understand why people don't just relax and play the game to have fun instead of trying to hurry to a specific goal like a certain perk or whatever. Once you get it you'll have angrily hurried through the game just to then...play more of the game.
Here's the problem Progression is random, and comparatively few perks are useful to either side, and many of those perks are designed by BHVR as a fix for core issues in the game. Have fun playing as survivor without DS and borrowed time. Have fun playing killer without gen defense. This isn't even factoring in that some perks work pretty much exclusively in combos, making the RNG aspect worse. The grind 100% needs to be addressed (and perks need to stop being locked behind characters BTW).
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@FrostySeal said:
https://forum.deadbydaylight.com/en/discussion/comment/2286086#Comment_2286086
Go ahead, explain to me how would BHVR be able to "fix" the top 1 percent players without killing their game, I'll wait. I've already brought up examples in my earlier replies to different people so I won't repeat it but any attempt to balance the game around the top 1 percent, especially in an asymmetrical game will cause the game to die extremely quickly.
Well, if they fix the top 1 percent and MMR is functioning and on, bad survivors won't match up with the good killers as often until they get better. The DBD community is the only community I know that's like "Oh god, you can't possibly balance around players that know how to play the game!!!!!" What makes you think that killers only killing survivors because they are outright bad at the game won't eventually kill the game? It's boring to have your limits determined mainly by the skill of the other side (and killer is more stressful, so that makes it worse). It can make you feel like your a passive actor rather than an active one. Now, there are the top tier killers where this is not the case. However, this is 4 killers in the roster at best, 2 at the worst, making it boring in another sense. Why do you think survivor queues are bad?
As for the video you posted, Scott's logic is incredibly flawed. The path forward is so obvious, and he somehow didn't process it. It's not a monumental task to balance the game. Balance the game around the general level of mid/high-tier killers, buff the low-tier killers, and nerf the high-tiers down to that level. I don't think anyone in their right mind has ever been saying that Nurse and Spirit should remain unchanged if survivors got nerfed. The reason why they're ok at all is because survivors are just so overpowered against the other killers. So the game could be in a far more healthy state in about 4 chapters.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/2286157#Comment_2286157
You are proposing such drastic changes to the fundamental mechanics of DBD that its almost pointless to entertain them, unfortunately.
Then the game will die earlier than it would otherwise, especially if they commit to MMR but don't make drastic changes. No one is going to get good and want to alternate between ok survivor teams and god squads if the cap to killer's ability remains in place. At a certain point, the gameplay won't be satisfying.
Honestly, games can make drastic changes. The issue is if BHVR will do so or not. While this wouldn't fix competitive alone, A. Fixing spawns including making survivors spawn closer to the killer B. Reworking hooks to something that spawns to a killer's location after pickup would be things that speed up killers to deal with the objective time disparity while not making the survivor objective longer and more miserable. When you really think about it, Pop only partially refunds you the time you took to hook a survivor in most circumstances.
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A lot of people are missing some points.
- The purpose of the match was not to check the state of the game. The subject came up, but it was actually to see if Wraith could be played at the top level. Results: He can't.
- Now, the sidetracked conversation on balance on DBD. Not many are saying the game should be balanced around Oracle. Stop being disingenuous. However, as it stands, the game isn't even balanced around good but not cracked survivors. You don't have to be Oracle to stomp the vast majority of the killer roster, even if they themselves are playing at a high level. A large reason why killers do well at all is because bad matchmaking is a thing, and someone was boosted to high ranks on a survivor team.
- Casual /=/ imbalanced. If there's a match where there's no hope for one side to win, it's not casual for that side. It's casual for the side that's stomping because there's no chance of loosing.
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Speed doesn't matter if you're an M1 killer. It can work for somewhat high level, but clearly not the highest. Also, forced penance is apparently meta now.
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It's a good perk that will probably be most useful with corrupt. I feel it will inevitably be best used for an early game build alongside corrupt. The best way to use the perk is to probably chase a survivor at an angle that will take them to their friends for maximum disruption. Since early game is such a big weakness for killers, strengthening the early game makes it decent at the very least, even if technically the perk gives less aura reading value than bitter murmur and BBQ.
Also, not a problem either. Just a solid perk that I will be using all the time once I unlock it for other killers.
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2280144#Comment_2280144
What should they do about the ai? Make them do the killers for for them? They are fine as they are. And I think the speed boost is completely fine. Survivors only have 4 vaccines.
Not being stuck useless on random terrain is a fundamentally needed change. I hope we're not arguing that point.
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@aroell said:
He is actually balanced and fun to play against for now. I hope BHVR doesn’t listen to the braindead killer mains and overbuff him, because he doesn’t need any.
Most of his mechanics are, indeed balanced. Yes, even the difficulty in landing his hits is fine. The problem lies in the free chase extension he gives to survivors even if you're good enough to hit survivors in the open. So, as a result, the only smart option is to only use his power where there's a locked animation, which is kinda annoying. Also, the zombie AI is not in an OK state. He does need work.
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@DarkAster said:
how is Nemesis? Too strong, too weak, balanced?
For killers in general, I think he's good. He could, however, use some tweaks, like looking into making the hindered effect on contamination last for the full 2 seconds of the sprint burst so he isn't limited to animation locks just so survivors don't go across the map and make potentially 8 chases a 40 second minimum. The other thing that needs tweaking is simply zombie AI so that we don't have this ridiculous situation where they get stuck and do literally nothing.
Other than that, there's really nothing wrong with his power.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2275497#Comment_2275497
But Surge does not proc on already damaged gens iirc? Same for Ruin gens.
It does, but all a change to surge's conditions would do is make it moderately effective.
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@tippy2k2 said:
I'm assuming when you say "Slugging for 4K", you mean the killer has downed everyone and is just letting them bleed out instead of hooking everyone
If so, I agree. It's a waste of everyone's time and let's just get this going so we can move into the next match
If you're saying it's the equivalent of T-Bagging when there are still survivors running around up, then I 100% disagree as there is an actual reason for what you're doing. I personally would rather just hook the third guy and if the fourth person gets away, so be it (unless I see the fourth person, in which case, I'm going after Survivor #4) but as a survivor, I do not fault a killer who leaves me on the ground if there are still survivors running around. I suppose I get mildly irked because I'm dead here and would rather just move on but I understand why they're doing what they're doing.
Didn't consider that. However, isn't that just referred to as bleeding people out?
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Not even a close comparison. Slugging for the 4K is just being sweaty. The equivalent to tbagging at the exit gate is smacking a survivor on the hook.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2274093#Comment_2274093
You can never be sure of anything with BHVR.
But if it is, it's still dumb.
I mean, It's also kinda dumb you can't adjust your swing through your camera as well. The weirdness is probably to distinguish him from other killers like PH. Weird hitboxes have definitely been intended before, such as Blights almost 180 degree hitbox on the start of his lethal lunge.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2273881#Comment_2273881
Then I imagine it's probably gonna be patched out.
The tentacle whip should be stronger, but going down after you've visibly dodged the tentacle is more than likely gonna be super frustrating.
For all we know, it's an intended feature.
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The Nurse's basekit rework was a travesty (add-on pass was what needed to happen though). Think about what happened regardless.
1 It's inconsistent with BHVR's design philosophy. They typically do not balance around the highest level, but their solution to nerfing Nurse (even then considered the killer with the highest skill floor), was to raise the skill floor not nerfing the skill ceiling.
2 Attaching a second cooldown to Blinks, more than anything, just nerfs map mobility and searching for immersed survivors. Nurse still gets the hits as before with the same skill requirement. She's just more obnoxious if you make a mistake. Way too much of a blanket nerf.
3 Double recharge add-ons almost brings old basekit Nurse back. This means that old-Nurse is effectively on a bloodpoint tax. This means that either Nurse's basekit was fine, and rather than the bloodpoint grind, she should have been left alone with meme add-ons instead, or it means that the problem's still there, just behind a yellow and green addon, accomplishing nothing if the Nurse only wants to play Nurse and doesn't care about farming bloodpoints for other killers.
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@MissKitty95 said:
https://forum.deadbydaylight.com/en/discussion/comment/2267940#Comment_2267940
He may be fun to play but he is awful to play against, I’d rather a silent spirit
Assuming this isn't bait, maybe all the killer mains that want a strong killer that's doesn't have bugs that will absolutely loose them a chase, and found out that "oh yeah, everyone plays Spirit, and people hate her, let's go to Blight, people don't hate him."
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"The devs old excuse for her truck sized hitboxes were that the game was more casual and didn’t need precise hitboxes. This argument literally falls apart once you realise slinger and trickster both exist."
Here's the thing though. Huntress is the only example of a character I know of in a game that does not have auto-aim, but expects single-fire shots to land without a reticle or ADS. Usually such treatment is used for weapons they devs want you to miss, like sniper rifle hip fire in FPS games, so, in a way, the large hitboxes are a cushion for backwards design. Deathslinger has ADS allowing you to know without a shadow of a doubt where the center of your screen is, taking out the guess work. For Trickster, a miss is a minor DPS loss. If we're going with accurate hitboxes for Huntress, then she should get a reticle when she's ready to fire. If perfection is a requirement, then a player should be given the tools to achieve it.
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@TheArbiter said:
The reason its hyper sensitive at the end is to allow you "flick" onto a survivor if they try to avoid it. You'll get used to it overtime, its very useful for correcting any aiming mistake you might make.
I never realized that. So that's why the handful of times I played him my shots were thrown away wildly.
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@SoapNSpook said:
https://forum.deadbydaylight.com/en/discussion/comment/2260708#Comment_2260708
You literally ask a person to be willingly tunneled.
I wasn't made aware that bodyblocking is voluntarily being tunneled. Huh. The more you know. As long as the obsession keeps healing and bodyblocking for his teammates, he can make life miserable for STBL users.
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If you're getting wrecked by STBL, the obsession isn't doing his/her job by taking center stage.
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I actually think it has to be this way to an extent (note, extent). Killers do ultimately have unique abilities where switching from one to another can be disastrous. What needs to happen is that there's a baseline MMR for 4.6 m/s killers.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2257119#Comment_2257119
I'll just reply with an XD and pretend i didn't read the load of bullshit you posted 😄
Well that's some very sad posturing for someone unable to form an actual retort.
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Because muh statistics. Pig has the misfortune of being a pub stomper that's near worthless against good teams, so BHVR's probably not inclined to change her.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2248164#Comment_2248164
Exactly:
https://i.imgur.com/rwJIxbt.png
https://i.imgur.com/8RGBvuY.png
https://i.imgur.com/oxleGbV.png
This should just NOT be allowed. Actual convo with the first one, they think they were actually a good nurse player. Fun games btw /s (even though I actually escaped from the IF one but she was god awful). Point is, there isn't much skill required to stomp the vast majority of the playerbase with these builds. You can consider yourself garbage if people manage to do more than a couple of gens while running this stuff.
Yeah, and those builds don't let the god Nurses consistently stomp god squads, so your point is what exactly? In this game, the gen speed are an issue because there's just so much built-in time waste for killers (such as hooking). Nurse isn't immune to this just because she's the best killer if you give her good add-ons. It's either this, or its slugging time. Odds are really good your team lost because you made way too many mistakes, didn't waste enough of the Nurse's time, and/or didn't make use of the time waste.
I mean, if we're unironically having this conversation that the strength of the killer should influence the perks they're allowed to have, then premade lobbies should have exhaustion perks and anti-slugging perks banned. Exhaustion perks aside from Smash Hit and Head On represent free, braindead chase extension and time waste for the majority of killers. Meanwhile, slugging is a method of punishing survivor mistakes, making anti-slugging a form of second chances. If all Nurses have to be restricted because there are insane Nurse players, then SWF should be restricted because there are insane SWFs that are out there that you will not win against unless you're skilled with the top-tier killers and have a sweaty build like you posted.
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@akanadi said:
https://forum.deadbydaylight.com/en/discussion/comment/2255573#Comment_2255573
FoV can be strong in certain scenarios you simply get to see more so spotting survivors would be easy and itll just bring a big advantage, and spotting distant crows would be way easier, it will only cause problems
It's not that significant. The difference is more camera movement and whipping it around. DBD is just bizarrely restrictive for no good reason and BHVR should grow out of this mentality. More FOV doesn't break the game. Can we at least agree that the FOV not matching the blind angles resulting in your vision being less than the canonical vision of the killer is stupid? Bear minimum, the FOV should match blind angles for consistency sake.
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Use more gen defense. That allows you to play in a more nice fashion if it's important to you. If not, be ruthless, and depending on the squad, you'll have to be somewhat ruthless even with gen defense.
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@nh1ze said:
Are you doing two 90-degree turns during a lunge attack? Or do you swing your mouse and turn just before the lunge attack, similar to before?
There are 3 variations of 180s.
- Blight can 180 just by continuously turning with the sensitivity he was intended to have, but it now implemented for controler and Q and E, but it's wide.
- There's what you suggested, turning blight, doing a 90 degree lunge, and further changing the direction of his lunge (they shadowbuffed him allowing him to change his lunge direction mid swing). Obviously, you'll loose mousepad if you have low sensitivity, so it's best with higher sensitivity. That's more or less how I think it works. This is the one LilithOmen uses. It's his baby after all.
- Manipulating his collision to allow him to preturn a corner at 90 degrees, and following up with a 90 degree flick. I believe it works by hugging a wall, completely looking up or down (down is preferable for obvious reasons), and start the preturn. This is the method AscensionWho uses and Otz at least attempted to learn (might still be doing it). Think of this as a car tech you trigger for yourself. This is probably more patch proof because it'd require BHVR to rework Blights bumps mechanics yet again.
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@nursewannabe said:
I feel completely lost without it, it's incredible what a crutch perk it is for me
Need those voices in my head
Just about no one can catch survivors if they're good at being immersed, but if you're having issues finding survivors at the start of the match, there's a trick. Either it's one of the weird maps where survivors spawn right next to you (I've unironically get this in some of the Macmillan and Autohaven maps consistently), or they're typically diagonally from whatever wall you're closest to. Look around periodically for crows.
Also, protip, if you're playing a killers with a timer-based power like Plague, Myers, Oni, you might consider keeping whispers so that you don't whiff your power.