MrMori
MrMori
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Yeah that's bannable.
This is the page for reporting, you can put the contact reason as "Player Reporting":
https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=360000942011Definitely include your BHVR Player ID that you can find in the DBD settings, so they can look through your account, though I've not done it before so I don't know how exactly what info they need.
If you want to avoid this in the future, try to remove any connection to your real life identity from your Steam page, or make your profile private or something. It's a good idea to search up your Steam page in a web browser or someplace you aren't logged into your Steam account to take a look at what people can see about you on it, then tweak your Steam profile settings to remove personal info.
They may also have searched up your username and found it on some other site which gave them your dox.
Or you could just use anon mode.
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@vol4r said:
BHVR can't really increase gen speeds. It's boring to do gens, which means people will get bored even more, which means they will play less. What dev would want that?
I've always thought that a system that encourages survivors to actually walk around the map instead of just sitting in place on gens would be a lot more interactive and fun. Like gens were quicker, but at 70-80% gen progress, the gen stops working and you have to go somewhere on the map to pick up a part, then return to the gen.
Obviously it would be hard to balance, but anything would be better than just sitting still on gens. Encourage the survivors to move around a bit, that would lead to more killer interaction, more interesting stealth, etc. Just a pipe dream of course and it would be hard to balance but I think it would be more fun in practice.
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I find people just say nasty ######### without triggering the censor, there are many ways to tell someone to kill themselves or be racist without it getting blocked.
Either way, I'd just like a few settings regarding chat. A setting to disable the chat filter completely, sure. But also make postgame chat a setting that can be disabled or enabled on any platform, even on consoles, but can't be changed once you've entered postgame screen either, it has to be changed before that or you won't even join chat. I know you can already "hide" it but having a setting to turn it off would be even better. That would also let console players use the feature since some of them apparently want post game chat.
At the same time, display an icon next to names that have post game chat disabled. Then you could tell who is console vs epic games too, or at least who can and can't see your messages.
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@Dark_Vorahk1 said:
Seems to be related with the bug that matches you to an incorrect server, where you queue outside of your mmr/region. Personally my incentive seems to be 25% on survivor, if at all. This remains active even when survivor queue times exceed 4 minutes and it still fails to give killer incentive. Regardless. The incentive is designed to indicate queue times, so why are we punished for having then equal? Should be 100% for each role if queues are balanced, then drop a role if waits exceed one minute.
Exact same problem I'm having. 25% survivor incentive, almost always, practically never killer incentive no matter the queue times on either role. 5 second killer queues, couple minute survivor queues, sometimes the other way around, but it doesn't matter, the incentive rarely goes on killer and almost never goes above 25%. Very frustrating, and super noticeable for BP gain.
Having the incentives be 100% when both sides are equal like you said would be such a nice change.
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If you know for a fact they're trying to do the achievement, then yeah it's pretty petty. But refusing to just pick up and mori on the floor or hook them is also a bit entitled because you're deviating from regular gameplay just to get an achievement when you could end the game. It's just a poorly designed achievement in the first place, glad I got it before the iris got nerfed.
They really should make it so if you kill 3 players with tombstone and use finisher mori on the last you still get the achievement. Or just make it so the requirement is "kill 4 survivors by your hand while using these two addons". Then you could even do it with an ebony mori offering.
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Like you mentioned, now that Lock of Hair got buffed to need 50% extra stalk on the first tier 3 for 40s extra duration, why not buff the Hair Bow, Hair Brush and Blond Hair to require less than 50%? So instead of direct downgrades they're kind of sidegrades. It's a little boring with addons that are just directly worse than one another and there's no reason to run the weaker versions. Wraith comes to mind.
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Yaahahaw… It's sac ward time.
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Nah, moreso the opposite, I try to have some more fun with it before it gets nerfed instead.
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Why not bring Floods of Rage or Gift of Pain, I'm pretty sure when someone gets unhooked and you have Broken Compass the effects work. Has anyone tested this?
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This is going to be a sort of long comment and might as well be its own thread, but I've been wanting to explain Skull Merchants power for a while now, so I'll give a shot here. I'll explain it in a bit of detail, so bear with me, I'll try to make it as straightforward as possible. Her power just has a lot of stuff crammed in.
If you're only interested in understanding exactly what the drones do to survivors and don't care what they do for Skull Merchant, you can just read the "How drones work for survivors" part, but I suggest reading it all, maybe you'll learn something that you didn't know. When I say "you" I mean the survivor, this guide is sort of written from the survivors perspective.
Basics:
Skull Merchant has 6 drones when the game starts. Placing a drone grants her 8 seconds of Undetectable, and puts her power on a 10 second cooldown before she can place another drone. About half a second after a drone is placed, it will activate and begin to spin in a circle, scanning survivors that are hit by the scanline. The drones can be Hacked by survivors, which will disable them for 45 seconds, after which they will reactivate and begin scanning again on their own.
How drones work for survivors:
Active drones have a single scanline. When it is yellow, it can scan you, and when it is white, it cannot. The scanline is yellow and can scan you when you are:
- Running
- Walking
The scanline is white and cannot scan you when you are:
- Standing still
- Crouching
- Crouch walking
- Fast vaulting over a pallet or a window
- You were just scanned. Then you are immune to being scanned again for 2.5 seconds, even while running or walking
Getting scanned applies 1 stack of Lock On, with the maximum being 3 stacks. From the survivor perspective, the 1st and 2nd stack don't actually do anything to you, but you cannot remove the stacks. But the 3rd stack applied a Claw Trap. This will do the following:
- You become Broken and cannot be healed
- If you are healthy, you will become Injured and get a small speedboost, same one you get if you get hit normally
- If you are Injured, you will get Deep Wounds
The Claw Trap lasts for 45 seconds by default. If you are currently Claw Trapped, getting scanned again will do the following:
- You will be Hindered by 8% for 6 seconds
- If you are Injured, you will get Deep Wounds
- Skull Merchant can see you with Killer Instinct for 3 seconds
That's quite a bit of info, but the short version is, run or walk into a drone scanline 3 times and you become injured/broken/deep wounded, and the scanline can be dodged by standing still, crouching, crouch walking, or fast vaulting.
How drones work for Skull Merchant:
After placing a drone, if the drone scans a survivor within the next 5 seconds, Skull Merchant gains 5% Haste that lasts for 8 seconds. She will also get this haste if she rotates a drone, and this drone scans a survivor within 5 seconds of being rotated.
Skull Merchant has a Radar. Any survivor that is scanned will be revealed on the radar for 12 seconds if it is their 1st or 2nd stack of Lock On. If a survivor is Claw Trapped (aka 3 scans, broken, etc), they are always visible on her radar.
Skull Merchant can see you on the radar anywhere on the map, but if you are farther than 32m from her you will be at the edge of her radar and she can only see which direction you are. If you are within 32m, she can see your exact location. She can also see if you are above or below her. This is what her radar looks like from her perspective, in this example the survivor is about 15m away, directly in front of her:
Skull Merchant can recall a drone, which will bring it back to her so she can use it again. This can be used to remove drones she no longer wants or that are hacked by survivors. Rotating and recalling drones can be done across the entire map, but she can only place drones right above herself.
So the short answer for what Skull Merchant can do with the power is:
- Get undetectable after placing a drone
- Get 5% haste after scanning you with a newly placed or newly rotated drone
- See you radar if she recently scanned you, or you are claw trapped
- Rotate, place, and recall drones
If you want, I can give some small tips that can really mess a Skull Merchant up, but this post is long enough as it is. Or, since you mention wanting to play as her, I can give some tips, builds etc for playing as her.
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Then they'll give you ######### for hiding your prestige. No winning with sore winners, leave them to scream in chat while you queue for another match.
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Something super simple they could do is give the adept icon for the character as a player badge once you reach P100. Or just a banner, or something else. Literally anything.
Level 50 bloodwebs permanently is a pretty sweet reward if you want rare stuff on the character though.
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No need to rework it or nerf it to be worse than it used to be, that would be a waste of resources. The perk was fine before the change, if they wanted a small buff they could make it 11% per totem instead of 10%, but we'll see.
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If the game's still going I just don't care and play like normal, maybe chase or hook them if I happen to need to go to the area they're in.
During EGC I just ignore it and let the timer run out. Then again I don't usually play with much volume and I often listen to music while playing so maybe it's less annoying to me than someone playing Spirit at max volume.
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I use the lunge range + mangled addons because I have many of them and they're the strongest, but I would have zero issue with both of them being nerfed. Even when playing as her, I'm surprised by how generous the hits become when using that lunge range addon, it feels cheap, like a crutch. It's nowhere near as insane as the bonus range addons that also made her blink faster due to a bug, that was insane, but still.
Nurses chase is already so oppressive when you use her power right, reducing the survivors wiggle room even more just feels unfair to me. Sure she doesn't have very many good addons, but is that a problem? She has the strongest killer power in the game in many scenarios, I think it would be fine if her addons were toned down too.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850193#Comment_3850193
And all are of the same 1 opinion on every other issue as well, like game journalists. You're getting 1 viewpoint, spread across multiple people. There's no discussion to be had when everyone simply jumps to, and agrees to, the conclusion from the get go.
I for one noticed how insane this buff the moment I saw it in the patch notes because percentages that reduce something become exponentially stronger the higher they are, and adding as little 4% more reduction to every totem from 10% reduction effectively more than doubles the hex's strength, it's not 40% stronger like some might think.
And while Thrill wasn't a super popular perk, it was pretty usable even before this update. Now it's just broken. I thought it was broken the moment I ran it through the calculator after reading the patch notes, and that was with me thinking totems were 12 seconds, not 14.
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You can play whoever you want, there's no point trying to appease DBD players because if you play the way you normally do, you don't control whether they'll hardtunnel and BM you or not. Maybe they don't like your character, maybe they don't like your cosmetic, maybe they spilled their coffee this morning and their solution to how upset they feel is to hop on DBD, single someone out to tunnel and hit on hook, then farm with their teammates for fun.
Don't take it to heart.
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849432#Comment_3849432
I see now, that I should have phrase things more clearly. When reffering to killers having the necessity to tunnel or slug I was not talking about players who do this from the start and on purpose.
I started as a survivor main and then slowly progressed to playing killer most of the time. So I pretty much saw it all. The key point why I say it's the survivors fault is that I saw it happen to everyone I know who played killer. You start nice and normal and things go well. You win, you loose. Pretty normal. While your mmr improves you start to see more and more teams with more and more busted items/add-ons. While a killer can only level himself you only need 1 survivor to level to have an infinite amount of iri add-ons.
However after enough loses with survivors tbagging at the exit gate or after a pallet stun you start to play more aggressive and less for fun. At some point you have your signature build on your killer main. Playing other killers doesn't feel safe because of survivors taunting nonstop when you're not good with your killer.
I don't think any of us would mind loosing more often if the case was 'survivor leaves - gg - end of story' most of the matches however are exit gate dances, stalling and belitteling the killer in the chat.
And thats the reason you don't feel like playing weaker killers or play a certain way because why even bother.
I want to point out that I despise hard tunneling and camping and I have no respect for player who do this at 5 gens.That's fair, I can absolutely see where you're coming from when you mention how different it feels to play vs high mmr survivors vs average players. This will be a long reply, but here's my experience of it all:
Average survivors tend to be pretty chill. Not that much BM, if there is some you can often tell it's just for laughs. Most survivors here will simply leave after a stomp, or a toxic match, and if they win or it was even they'll say gg. Of course some stick around to complain, some are nasty, but most really aren't. Often complaints will be about how you play, it's more them voicing frustration in general rather than trying to insult you or get ot you as a player or person, although some try to of course.
But high MMR lobbies, it's very different. Not only is BM more common, it comes across are more malicious, like an actual taunt rather than just messing around. Sore winners are especially common here, if someone that brought strong stuff wins, they'll absolutely rub it in at gates, in postgame chat. And postgame chat is either just mindless toxicity, or they get weirdly personal. It's like they're taking out all the frustrations of previous matches where they got stomped out on the players they win against. Everything feels so oddly personal with these players, it's kind of exhausting unless you're in the right mental space to deal with it.
Matchmaking doesn't make this better. The way it works now is that there's a "high mmr pool", where once you hit it, you'll be matched with others in the high mmr pool. So one match you're going against relatively inexperienced, or average survivors that don't play super sweaty or anything. The next, you happen to be in a high mmr lobby, and suddenly everyone is playing for their life with fully decked out builds. It's jarring, and the whole lobby/backfill thing makes it worse, and sometimes you'll be backfilled into an average lobby as a high MMR player and stomp them, just like you can get backfilled into a high MMR lobby as an average MMR killer and experience all this bullshit which of course is upsetting when you're not used to it.
I still think as a killer player you're responsible for not BMing or taking out your frustrations on survivors just because you experienced bad matches or BM though. It's important to find ways to cope with this kind of thing outside of the game so you can play each match with a healthy mindset. For me, I don't run much slowdown and I rarely hardtunnel or camp. If I get put in a strong lobby after winning a bunch, I just accept I'll probably not win, but try my best to get some good chases and stuff and rarely bother with postgame chat if the survs BM or wait at gates, there were nasty map offerings, etc.
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@Legendary_deedee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830287#Comment_3830287
That requires camping. Why would you think I’m camping?
But if you're not camping and the OTR user wastes their time to run and bodyblock someone you haven't even hooked yet, how is that a problem? Then you can just focus them again. The only time OTR bodyblocking is strong and annoying is when they have both OTR and DS. Otherwise they're putting themselves at way too much risk for something as small as a bodyblock, especially since they've already been hooked while their teammates might not have been.
The solution to OTR is to just focus someone else off hook, and if the OTR user decides to bodyblock, hit them and chase them down. If they have DS, you either eat the DS or leave them slugged.
I still don't get why it lasts 80 seconds though. All the other antitunnel lasts 60.
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@tubalcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845258#Comment_3845258
You bring up a good point. Perhaps it's time to start alerting killers when it's not soloq so they can dodge those unfair lobbies as well.
Nah, I say we remove lobbies. It would make dodging impossible on both sides and would massively improve matchmaking because backfill doesn't have to be taken into account.
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This post comes across as incredibly biased to me and makes me doubt how often you play survivor since you display so little empathy for survivor players.
Why do you so nonchalantly gloss over survivors playing in an annoying or aggressive way as just them being rude with nothing else to add, but then when you mention how some killers slug, camp and tunnel from the start of the match it is justifiable and understandable because "they're fighting a war and it's tough out there"?
What constitutes a bully squad? Is going for saves toxic? If a group goes for saves but don't click their flashlights or tbag, that can absolutely be considered toxic by a killer that isn't knowledgeable enough to counter it, but I don't think it is, it's just part of the game.
Why is survivors bringing strong meta perks and items implied to be a bad thing, while killers bringing strong meta perks is posed as a justified, rigtheous reaction to cruel survivors being mean to them?
And finally, when a killer BMs the survivors deserve it because they BM back, but what if they didn't BM back? Is it justified because the killer may have gotten BMed in their last match by other survivors? Maybe a survivor got BMed their last match and that's why they BM the killer, is that justified too?
I don't get this post.
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Why don't we go in the opposite direction and make the finisher mori less restricted so killers can mori earlier and don't have to wait for people to get sacrificed? The biggest complaint is killers waiting around to mori while other survivors are on hook, right? Or slugging for the 4k so they can end the match with a mori? What if we buffed it to be like this:
- Finisher Mori unlocks after 2 survivors are sacrificed
- Finisher Mori can now also be performed if all other living survivors are on hook and in struggle phase, even without them being sacrificed
Wouldn't this help the time waste? It's not that impactful of a buff because it would only come into play in games that were already decided.
And being able to mori survivors after only 2 people are dead instead of 3 would actually be super healthy for the game. Because at that point, you could choose to mori the 3rd survivor instead of slugging for the 4k and feel like you got your "finisher mori" and won.
I still think a lot of people slug for the 4k because they experience a 3k + hatch as a loss or not a "real win". Something should be done about that.
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The issue here isn't their prestige giving them rare items, it's that some rare items and addons are OP/broken. Rework the broken stuff into being not broken and this wouldn't be an issue.
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The real pain point now is how slow upclose stalking is. If he ends up underperforming after these changes then they can safely buff the upclose stalk speed from 40% to 50% or 60%.
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Thrill is getting nerfed for sure, I wouldn't even worry about it. They'll look at the stats and realize that they overtuned it.
The distortion nerf was warranted btw, it was too good at countering aura reading. But at the same time, the reason why everyone ran it was because almost every killer info perk recently has been aura reading recently, which is still a bit of a problem.
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Like mentioned it's 3 seconds now instead of 5, and it'll still be a good addon, he just won't be as reliant on it. Remember that his cooldown on Flight went from 38s to 25s which is huge, and Skeletons and Orb went from 38s to 35s. Sure pallet grabs are nerfed with pearl, but I think the other buffs are a good tradeoff.
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@wisteriacula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841181#Comment_3841181
And they found a way around it to camp while not getting punished, next question?
The punishment for camping is that 2-3 survivor can do gens in peace without being interrupted by the killer. The huge problem with camping is that in soloq, coordinating the unhook is hard to do, especially when there's no info on whether the killer is camping or not.
I really hope they add self unhook progress to the activity hud next update.
And yes, some killers can proxy camp and then deny the unhook completely with their power, like Bubba or Billy, Trickster too if you do it right. That's when you have to choose as a team to let the person go stage 2 and slam gens, or die on hook if it's completely unavoidable. Sometimes, it's best to not worry about the unhook and spend as much time as possible doing gens instead.
It's similar to how it's sometimes smart to wait for the killer to start chasing another survivor, injuring them, and then actually committing to someone else at the other side of the map before going to unhook someone so they don't get tunneled immediately off hook.
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The scratchmarks were made noticeably brighter. They used to be reddish, now they're orange and brighter. But they're still way more spaced out than they used to be a few years ago.
This is the only image I could find but it shows the change:
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Ten days later, the killer queue times are way better. The very first iteration of 2v8 it wasn't uncommon to go 30+ minutes for a queue. This 2v8 I had about 20-30 minutes queue time at the start.
But now that it's nearing its end in the second iteration, I'm getting about 10 minute queue times. That's still pretty long, but much more bearable than what it used to be. I guess the novelty of playing killer with friends is wearing off for people.
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Give me shared offerings so I'll have thousands of anniversary cakes on everyone and never have to try to find BPS in the bloodweb again.
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Hopes up for an update today, I really wanna see the tweaks they've made.
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It depends on what they do with the tombstone addons. In the PTB the iri addons took way, way too long to charge to be worth it. Double iri already isn't his best strategy. Meanwhile, tombstone piece is still going to be decent. If things don't get completely flipped on their head from the PTB to live with the addons, I think for sure we'll be seeing tuft of hair or hairbow + stalk speed becoming the top playstyle.
Speaking of addons, I think it's sad that the brown, yellow and green duration addons still need 50% more stalk on first Tier 3 now that Tuft of Hair got buffed. That just makes the higher rarity ones objectively better than the lower rarity ones, which is kind of lame.
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I think part of the problem is that there's already so many killers and survivors in the game. And so many maps, plus when they bring in a new map the balance is usually off. So it's hard to make brand new killers that feel fresh and exciting, and it's especially hard to bring new perks that feel interesting. That, and complete lack of marketing like you said.
The power is neat, but it felt really clunky to use in the PTB. Being able to redirect the dog at any point as it ran forward would be nice. And the search was kind of useless with how small the radius is but I'm sure they're changing that. The design is just fine, maybe she'll have some cool skins, but her base skin is not that visually interesting.
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Nah, I think it can return with more killers and maps. It's still novel to me. Although 2v8 absolutely messes with matchmaking for regular mode, which is sad. I'd like more chests on the map, and perhaps faster chest opening speed, so items are more common. Or just being able to bring some item with you into the trial for survivors. Not even from your inventory or anything like that.
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If deep rift cosmetics are always going to be blue, at least put cosmetics that aren't already blue in the deep rift. I mean look at this from tome 21:
Really cool cosmetic with a black and red theme, would probably look really cool with black and blue color scheme too.
This could look good with a white and blue type color scheme, or something like that.
But what gets put in the deep rift?This one which is already blue, but light blue.
This one which is already blue. Though the metal armor on the deep rift version is pretty cool I'll admit.
I mean come on. Deep rift is a cool concept but most of the time the base cosmetics look better than the deep rift versions anyway. -
Really feels like it. It almost feels like it's completely global and based on all players, and not based on your individual queue times. Cause I've had 25% survivor bonus with 10 second killer queues and several minute survivor queues. Really hope it gets fixed next update.
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You're too old when you upset someone enough that they go to your steam profile to find something to talk trash about because they have nothing better to say. If you lost to them then you're not too old. It's that simple.
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I like the concept but 60 seconds is too long. If it was 30 or so it would be way more worth it, considering it has an activation condition.
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He's not even a particularly strong killer, and he's beloved by most of the community on both sides. The basekit improvements were needed, all they did was make him less dependent on addons which is a good thing. Balance wise he's in a good spot right now. He definitely doesn't need nerfs.
He can still camp better than almost any other character in the game though, and he can double tap people off hook with his chainsaw still if he hits them immediately with chainsaw then follows them, even if they tried to fix it.
If you really are looking to vent and get tips and learn how to play against Bubba, express your frustration and ask for tips in general discussions instead of saying he should be nerfed and posting it in feedback.
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Make chat opt-in, and then remove the censorship completely. Make chat bans a thing so people can be banned from chatting without being banned from DBD as a whole, but put the rules for chatting right next to the chat box in a little info box.
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Nurse is powerful, but I like her power as it is. It doesn't matter that she "ignores" pallets and windows, plenty of killers can get hits around pallets and windows. Nurse counterplay is unique and I'm okay with that.
But she could still use some nerfs. I'd not only nerf her strongest addons and aura reading, but her hearing too, to truly make her have to guess at where to blink. Really sell her as the "break line of sight and make her guess" killer. So here's what I'd change:
- Heavy Panting (30% extra lunge range on second blink attacks) either reworked or nerfed to 10-15%
- Fragile Wheeze (70 seconds mangled) reworked or reduced to 50s, or maybe even lower
- Nurse is now completely aura blind to survivor auras and has her audio muffled when using power. From the moment she begins charging, while blinking, inbetween blinks, or in fatigue. The aura blindness only affects survivors, she can still see stuff like generators and totems
Now I know these changes would be extremely oppressive to newer Nurse players, but at the same time she would truly become a killer based purely on sightlines and guesswork, with almost no help from aura or audio at all. I'd hope we could get something like this during a PTB just to see how it feels to play as and against.
Her own perk Stridor would sort of be antisynergetic with her power, but still.
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What if the killer has 800 ping and grabs the survivor from 15 meters away on their screen before they can even use a locker or window or pallet? That's not fair!
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@Blaconia said:
The reality is that the game is boring in the 2v1 and changes to speed it up are good imo.
Anti-camp currently discourages hooking in the 2v1 because you have to leave the hook and let the other survivor unhook. This forces the game to drag on which is especially stupid at 2 or more gens remaining.
In the 2v1, remove anti-camp and provide a faster bleed out option, and you both encourage hooking and punish slugging for the 4k unless you immediately know where the 4th survivor is.
I think surv buffs like gen speeds or haste aren't a good idea, because either the gens aren't close to done and the survivors clearly lost and don't deserve a buff or the gens are nearly done and the survivors (who can't properly win anyway) might be able to get a gate escape or two.
I think part of the problem with the 2v1 is also how little incentive there is to actually try and win or do gens, and how big the incentive is for hiding for hatch.
If you try and do gens, you get a few measly objective points and maybe some chase points. Then at best you get hooked, die, maybe get farmed by the other survivor that runs and hides after the unhook. Worst case slugged for the 4k.
Whereas if you hide for hatch, you have the chance not only to get 7000 survival points, which btw I think it's bad that ALL those points are given for an escape and none of them are given for things like, surviving to endgame, or the entire survivor team finishing generators. But you also get 2500 objective points from hatch too.
So think some kind of incentive for actually doing gens or taking chase would be good. What if all BP gains are doubled while 2 players are alive for the survivors? So it's kind of "worth it" to keep playing the 2v1.
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That's a good idea.
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No, and also let's remove map offerings from the game.
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Seems fair, I'd remove the "get close to pause it" thing completely though. Just add 15 seconds to both stages and like @Rogue11 mentioned add a UI indicator for it. I don't find killers proxying hooks very often anymore anyways though after they made hook stages 70 seconds base.
Speaking of UI indicators, tons and tons of perks could use them, like Deliverance, Unbreakable, DS, etc. Maybe BHVR has something cooking with the activity HUD update regarding this. I hope so.
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As much as I dislike that bleeding people out for 4 minutes is still a thing that hasn't even been mentioned or addressed by BHVR, getting a DC penalty is on you. It's still faster to not DC and just wait the 4 minutes, and I highly doubt you're getting bled out that often that you get a big penalty purely from DCing from slug only matches.
We can't remove the DC penalty because a minority of players choose to bleed out, it's better to give survivors the option to bleed out faster or give up when games are over and nobody can recover.
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That's funny, but prestige made people dodge lobbies more also on the survivor side from what I noticed. I think it's good that it's gone from lobby for good on both sides. Prestige could be visible in queue when you're with your party though, that would be a cool change. But not in lobby.
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Literally coming next update, at least Weave. Probably getting news about it tomorrow and PTB on the 12th.






