MrPenguin
MrPenguin
About
- Username
- MrPenguin
- Joined
- Visits
- 1,543
- Last Active
Comments
-
Myers. Ghostface is just weaker Myers.
-
yeah I've had survivors on my toe and I swing and it just goes through them. Really frustrating knowing every swing is a gamble on whether it will work or not.
-
yeah tracking is pretty much non-existent right now outside of scratch marks. Indoor maps, like the new one, are especially hit hard. Might take a long break from killer, survivor ques are going to get worse at this rate :/
Scott Jund also made a video talking about it if you want to check it out and feel less alone.
-
just encountered this, pallet is unbreakable from the side with the metal box cage thing. Might have something to do with how close to the pallet it is, the spot the killer would move to is probably blocked so they can't be moved there to break it, so the game just doesn't let you. Just my guess.
-
I don't believe so, if I think they have it because they zoom away quicker than normal I just crabwalk or moonwalk back. If anything, maybe deactivate it while being stalked since the killer is forced to look at you.
-
I would say so yeah. Its hard to prove because you don't know if you missed a survivor because well, you missed them. But occasionally I will see a Blendette or Blendam and be like "wow I can barely see you if I squint" so it wouldn't be too much of a stretch to say they are much harder to see.
Also a little map dependent, some maps the los blockers are solid enough it doesn't matter. Other have holes in the walls and will show that neon pink to the other side, even if its just a little that's enough to get on someone.
I have had more vibrant survivors just vanish, but thats pretty rare and they probably just evaded really well.
-
@Blendette_will_Evade said:
https://forum.deadbydaylight.com/en/discussion/comment/1342929#Comment_1342929
I ask a simple question and wanted to see peoples opinions, I'm not exactly against a nerf I'm asking why? What the big deal, but I can see that most killer mains hate the way this perk is. I'm a curious person. Curiosity killed that cat I can see.
I play both sides and I strongly dislike the way the perk is currently. Survivor games are fast, boring, and easy because there's not much most killers can do and killer games are too fast and frustrating because there's not much most killers can do. Survivors are just way too strong currently and DS is a part of that. It's most likely one of the main reasons why there's such a shortage of killer player causing really long survivor ques and near instant killer ques. DS has been a problem since its creation because of how strong its effect is. It really needs much stronger limitations.
-
@Blendette_will_Evade said:
https://forum.deadbydaylight.com/en/discussion/comment/1342902#Comment_1342902
Slugging sadly doesn't get enough credit that it should. If you slug the DS user go after the person whom unhooked, that'll force another person off a generator, you have 3 people not doing any gens. And if you manage to catch the person quick enough you could probably interrupt the person healing the slug. Let's face facts, DS it's getting nerfed anytime soon no matter how OP it is and that's the truth whether killer mains like it or not. I don't care for the perk but a lot of people seem to do.
Yeah but then they just come for the one tap and you made no progress towards your end goal of killing them. Meanwhile that 4th person is still pushing the gens along. This is the same result that would happen with hooking someone but at least you made progress with your hook state. Slugging has a time and a place, but it being forced every time anyone gets unhooked is not going to be that time or place most of the time unless you're playing a slug killer or running a slug build. Killers are too pressed for time as is to be just stalled out these ways.
Not to mention if someone else has DS, they could easily be the one coming for the save putting the killer in a lose lose with barely any effort. Additionally unbreakable is running around a lot right now so you might just have that person just pick themselves up while the gens get pushed by the other 2. then we can throw BT into the mix and things get even messier.
DS alone is already a problem, but throw in the ridiculous synergy second chance perks have and it becomes way way worse.
The point is to try and bring attention to the issue to try and get it fixed. Especially because the devs said they're looking into it. If that's your position then I don't understand why you'd even bother commenting.
-
DS needs changes, it covers way too many bases. Not picking them up is not really a good counter because you still wasted your time and are losing out on pressure and a hook state when the game is already moving to fast for most killers.
There's a lot of suggestions to fix the perk but the way it is now its way too easy to abuse and punishes the killer for what should be a survivor misplay a lot of the time. Not to mention the free heal the survivor gets.
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1339900#Comment_1339900
DS is even easier to counter, a lot of times it never gets used and it doesn't give any extra bloodpoints. If BBQ is unlimited uses, distortion should be too.
lmao ok let me counter DS by opening a locker, or turning around after 5 seconds, or standing behind a gen. These all completely counter the tracking of BBQ, nothing in the game completely counters DS except a mori, which is a 1 time use offering. DS is one of, if not the most unbalanced perk in the game right now. It only has tactics to lessen its impact, but nothing the killer does will make DS not waste time. BBQ has so many counters its not even funny. Distortion counters a lot of perks and will also clue you in as to what the killer is running, unlimited would be broken without some serious requirements like being the last survivor alive or something. Survivor bias and entitlement at its finest.
-
@Blendette_will_Evade That could work too if we wanted to change how it works and its purpose. A lot of people wan't it to stay an anti-tunnel tool, which is fine. One of its main problems right now is it hurts killers who aren't tunneling at all or survivors just throwing themselves in situations that would otherwise be dangerous/a bad play because they have it up, which is what a lot of suggestions are purposing to fix.
-
@Blendette_will_Evade said:
https://forum.deadbydaylight.com/en/discussion/comment/1339990#Comment_1339990
Cool you abuse a perk you know that you can abuse. But why be a hypocrite if you hate when survivors use it? I don't get why people complain if they're gonna use the perk. That's like complaining about a killer or survivor bringing in a mori/key((which they themselves are very broken and I don't like them but lets not get into that.)) then you doing the same. Just my opinion sorry if you disagree. But if we must how about instead of going back and forth we can come up with a better idea for DS instead of a "60 second immunity."
I'm not going to not use an advantage that's within the rules of the game just because I don't agree with it being there or because its unbalanced. Mori's and keys are the same. Are they dumb currently? Yeah. Does that mean I shouldn't use it? Nope. Players shouldn't handicap themselves just because they know something is not balanced. With the same token we shouldn't not point out something is unbalanced just because we use it. Now if it's an exploit or bug that's a different story, but if its working as intended there's no reason not to use it except imposing it on yourself. It's better to push for these things to be fixed, not to not allow them at all ever.
As for fixing DS there's a lot of solutions I've heard over time. Making it last only 30 seconds but pausing the timer in chase, making it deactivate if someone else gets hooked, making it deactivate if the survivor gets on a gen or totem or locker, disabling it during end game, making second chance perks not stack either by a permanent exhaustion like effect but for second chance perks or hard limiting how many can be equipped. There's plenty of solutions floating around and a lot of them are pretty reasonable.
-
@Blendette_will_Evade said:
https://forum.deadbydaylight.com/en/discussion/comment/1339979#Comment_1339979
Never said it was an argument just stating an opinion, I respect yours but disagree, you'd be surprised how many times someone had BT and didn't use it. I don't run DS or Noed on a daily. But when i do I put them to good use. But I want to ask you something getting rid of DS early game or letting it stay until endgame which would prefer to do?
Just because we have a "lesser of two evils" doesn't mean its not evil. I don't use NoED because imo it's really not worth it. But I do use DS and that perk is very easy to abuse.
-
@Blendette_will_Evade said:
https://forum.deadbydaylight.com/en/discussion/comment/1339969#Comment_1339969
But you can- Slugging exist and adds pressure forcing someone to come aid there fallen teammate, and Noed can make a 1k to a 4k real quick if the survivors are really altruistic, which red ranks do like coming back for their teammates, it's all about what kind of setup you use with perks, DS by itself is meh for me because the killer can find me again and kill me just like how Noed is a meh, but blood-warden,and unbreakable really pair with these perks . DS to me is fine but if it was nerfed I wouldn't care, just don't make it trash like most perks that get nerfed. I'm worried that it'll not worth bringing in. (( I don't run ds that much unless I wanna do the solo get away build. ))
Slugging is not a good enough "counter". You're actively giving up stronger pressure to do it while also not making any real progress towards your end goal. DS still hurts you, just a little less. Not a counter. NoED can only turn a 1k to a 4k if the survivors let it, it's a pretty meh perk overall. Pairing it with Blood warden just means you're playing the game with 2 perks, for 2 situational perks at endgame. Also rank doesn't matter. Potatoes are in red ranks.
-
@Blendette_will_Evade said:
https://forum.deadbydaylight.com/en/discussion/comment/1339948#Comment_1339948
Cool, I like the hypothetical scenario you gave me, but you are (( assuming)) at red ranks, you are going to expect high IQ plays, the best you can do in that situation is to get rid of DS before endgame so it's not a viable resource, as for someone going for the save with BT on them, I don't think BT stops you from grabbing them. The game is now perfect nor will it ever be, DS and NOED are fine the way they are. I play in red ranks and I've never not once in my 9 months of playing this game have encountered someone going into a BT save and DSing. Because A) killers aren't that stupid and know what they are doing. Or B) it's because the survivor is trash. Noed always gives you a free kill if you played the game right. I play both killer and survivor and DS doesn't really impact my gameplay at all cause I eat it and hunt down the person who had 5 seconds to run away.
"High IQ plays" yeah ok lmao. "Getting rid" of DS still waste your time a lot. You didn't get rid of it, you let them use it. they got the use out of the perk they wanted. In no way did you counter it. Grabbing someone off of a save is not very reliable, especially with the servers rn, and they don't have BT active they have it equipped to give to the person on the hook. DS is not fine, I disagree. I also play in red ranks, it doesn't matter. Rank means very very little and doesn't make your arguments right just because of your rank, so don't know why you brought this up. Also you're not playing in red ranks if no one is going for the save with BT in their loadout.
A) killers can't do much about it so it doesn't matter if they expect it, another problem.
B) This is part of the meta build, so good survivors run it.
NoED might give you 1 down you would have otherwise not gotten maybe, but that's about it.
-
@Blendette_will_Evade NoED is not that strong of a perk, you're giving up the rest of the game being a perk down for a maybe decent effect later on. At most it should only get you one hook if the survivors aren't potatoes. Just break the totem after endgame, and that't only if you want to go for the save. Barely any time used, and its not like its taking away from gen times. You can just ignore it and leave, winning the match. You can't just ignore DS.
Also @Leachy_Jr brings up a lot of valid points as well.
-
Abuse DS like everyone else. That's a pretty big reason why a lot of people just yoink you off the hook right away. Punishing the killer for survivor misplays is the meta right now and they expect you to be doing it too.
A reject save option would be nice though.
-
He got a 4k, the survivor mains are going to use that to excuse and ignore any problems. Remember nothing is ever a problem if the killer somehow came out on top.
On a more serious note, yeah this is kinda dumb. Hopefully this start of the game changes the devs have planned do something about this.
-
"eat it or ignore it" doesn't work well enough with how abusive and strong DS is. A very common situation in the current state of DBD is you hook someone, one teammate with DS and BT comes running up and unhooks them. Now you have 2 DS active, and 1 BT, on the 2 survivors right in front of you. If you slug the rescuer, congrats you wasted time and the other guy made distance. Then they either use DS if you pick them up, making you lose 1 hook instantly and now you have to chase them again. Massive loss in pressure. If you leave them on the floor they just use unbreakable and get up or someone comes by for the one tap latter.
If you chase the other guy BT takes a hit from you, they zoom off because of the speed boost, and now you have another chase on your hands. Then DS and Unbreakable come into play again. There's no situation where the killer does not have to waste a large amount of time, something most killers can't afford with the current gen times and state of the game.
Another common situation is having DS up so you just do whatever you want for the next 60 seconds. If a survivor works on a gen with DS the killers only option is to eat it to stop them or slug, but again, slugging is not a good enough solution.
DS just does waaaay too much in its current state and put the killer in a really bad situation with no real solutions and it's very easily abused by survivors. It's a long stun, free health state, aggression tool. Slugging is too hit or miss to count as a real counter, it only works of you can get every survivor slugged because they are all 1 taps that you have no way to keep track of where they are without running a slugging build. It makes no progress towards your objective of hooking the survivor 3 times to kill them and has much less pressure than hooking someone.
I wouldn't even compare these to NoED which gives you a boost at the end of the game if all the totems weren't broken. With NoED I can choose to do bones now, or just brake the Hex later if it does activate. I don't even need to break all the totems, just the one after NoED activates if I want. NoED is a concern at the end of the game and you give up the rest of the match to use it. Second chance perks, such as DS, are usable from the moment the game starts and have ineffective ways to try and get around them. NoED is annoying, but it's really not a great perk, I don't even run it when I do play killer. The time its active is short and it only works if the survivors let it. The other survivors can just leave while that 1 person goes down if they really just don't care as well. Again, I would not be comparing these two perks, they are very different.
To many "Heads I win, Tails you lose" perks on the survivor side, and DS is just the biggest example of that. The current survivor meta is punishing killers for survivor misplays, which is pretty bad on its own, not to mention multiples per match. Too many out-of-jail free cards stacked on 4 survivors.
-
@Sluzzy I use BBQ for bloodpoints only, if I want tracking most other tracking perks are much much better. On the survivor side, BBQ is really easy to counter too. We could maybe give distortion a way to get tokens back, but being unlimited is not balanced at all.
-
@RizeAki said:
https://forum.deadbydaylight.com/en/discussion/comment/1338359#Comment_1338359
I’m curious tho yes while people doing that would suck. it isn’t an anti tunnel perk tho is it? so if that becomes a cost to lowering its ability to guarantee a win during egc if everyone has it I don’t see anything wrong in lowering its timer or something.
Is is an anti-tunnel perk. Devs have said its just not purely an anti tunnel perk. It is intended to stop tunneling, but it also covers other bases, which is too much imo.
@csandman1977 Read above. Idk what survivor main started this narrative of devs not considering it an anti-tunnel perk, but they do. Again, that's just not all they consider it.
-
@Doddle28 the devs have said, in regards to DS "..use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed".
Source: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike#latest
Also recently they said "The idea of it being purely to stop tunneling came from the community."
It is an anti-tunnel perk, just not purely an anti-tunnel perk. Please don't spread false information.
-
@sulaiman if people wan't to derank they're going to whether they know what effects it or not. They'll just preform poorly in general on purpose and go down in rank anyway. Trying to stop it by hiding info is never going to work, at most it might slow them down maybe.
-
@GoblinBoi As of right now, as far as we know, none of the perks that require hooks work on cages. If the perk needs a hook it does not work. Since Devour needs a hook, it does not work. Its not counted as a hook in the game itself, so nothing will work with it unless they change the code or whatever. That's my understanding at least.
-
I would say Spirit, she's easy and stupid strong. She also has Spirit Fury.
Otherwise Plague has Corrupt and Infectious, and Clown has Pop. You'd probably get more coverage out of Plagues perks, but pop is hard to pass on.
Don't buy Legion unless you really like the character, they're weak and discordance is unreliable. Better tracking perks out there.
-
Second chance perks should probably not work after all gens are done, or survivors could be limited to 1 per loadout. The fist one would probably be easier to implement though. That way the endgame is taken out of the equation as much as possible at least.
On the original topic, I don't know about slowing down recovery, but maybe not recovering faster would be fine. Just default speed.
-
@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/1336370#Comment_1336370
So you're saying hatch should not spawn for last Survivor until all the gens are done? So if it's a complete 3 man slaughter fest, 4 gens left, the last Survivor has to do 4 gens on his own?
if its a 3 man slaughter fest why should the last survivor get a chance to get out for free? Hatch should spawn closed and start EGC as soon as the second to last survivor dies. That way keys have a purpose that is not game shattering, if not they can still leave via gates, and the game cannot be held hostage.
As for moris, as much as I enjoy the animations, they could probably use a rework of some kind, probably just letting you kill everyone on death hook rather than second hook and changing the yellow tier mori to something not so hit or miss.
-
The core problem still exist and bringing ruin back won't change that, but it was something that helped at least sometimes, which is more than what we have now. Gen times are still too fast for the current state of the game.
-
@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1336358#Comment_1336358
You mean Overcharge? The perk that is suppose to punish Survivors who tap a regressing gen mid chase or can't hit its skill check?
But Overcharge isn't worth using because that skill check isn't too hard, and doesn't even need the Survivor to be AT THE GEN AT ALL to complete! So often enough it is just a wasted perk slot as it will do nothing at all even in conditions it was made for.
no, because overcharge is in control of the the survivor and doesn't reset the gen by 50%. That's probably the closest thing killers have to DS, and its a joke of a perk lol. I was just making a perk up, if killers got anything like that it's probably instantly become meta like DS did.
-
With the way the game is designed, killers are encouraged to go after survivors that have been hooked already. That's just the game. Just because they played in a way you don't like (tunneling, camping) doesn't mean they should be punished. Unless they are doing something clearly to spite you or something (like, staying over your body and nodding or something), although that's usually the survivors side being toxic because they have the time and luxury to.
Unless we're going to punish survivors for tunneling gens, I don't think we should consider punishing killers for tunneling their objective. Survivors use DS, BT, Unbreakable, tunnel gens, ect. and killers do their equivalent.
Without adding a "for fun" mode or something, there's not much to be done.
-
She doesn't need a buff just bug fixes, better servers, and some QoL changes. There's a lot of problems with Nurse right now, but power strength is not one of them.
-
Probably. I directly counters the objective of the other side, is really easy to use and abuse, and has a very strong effect. Something similar on the other side would be like, a killer perk that resets a gen because a survivor touched it too soon after you kicked it.
It punishes the killer for survivor mistakes/misplays, but that't the survivor meta. A bunch of heads I win, tails you lose perks.
-
Just got this on PS4 as well.
-
Nurse is still the strongest killer in the game if you learn her. The only thing holding her back right now are server issues and the very very long list of bugs she has.
Fix the bugs, fix the servers. Nurse doesn't need a buff at all.
-
Just rework her entire power at this point. I feel like that has a better chance of going through well rather than than bug fixes. But heres hoping.
-
Yeah they have this on mobile already iirc, would be nice on other platforms
-
If this is to be even considered, the opening time can't be the full timer, the reopen would have to be like 5 seconds or something and not work with remember me. I could see it getting put in as a way to counter the 99% thing survivors are doing, open the gate then close it, forcing them to use 5 seconds or so to reopen it and starting EGC.
Could work, just needs to be balanced.
-
Yeah the grind is a little insane.
I feel like it would be at least feel much better if half the perks we get (on killer side at least) weren't so weak or niche. A lot of the time it feels like I'm going through multiple bloodwebs with all the perk choices being perks I really don't want to run because they're just not good perks. If the perks were at least better, I wouldn't feel like I'm so handicapped by not getting the few perks I want, making the grind overall much more bearable.
On survivor side its not so bad since the perks are generally much much better/stronger.
A lot of killers are also very perk reliant while survivors aren't dependent on perks very much, if at all.
-
@The_Krapper Yeah survivors and gen times are busted against most killers, but not a good nurse. The charge change hurt her, but a good nurse will still dominate any team unless bugs screw her completely.
-
@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1323422#Comment_1323422
Nurse arguably isn't even the best killer anymore , with omega blink nerfed and the number of blinks at 2 (unless you want to throw on the garbage add on for one extra blink without being able to blink through walls )the slower movement speed, the fatigue , on top of those nerfs made it to where you cant make even a couple of mistakes without losing the game
If you think nurse is not the best killer in the game, you need to git gud. A good nurse still steamrolls survivors. They do need to fix her bugs however.
-
Killer makes 2 mistakes and it cost them the game, survivors make 10 and it doesn't. That's a problem. Matches usually come down to how much the survivors hold M1 and if they are bad in chases or not. Killers can't afford to make any mistakes while survivors can make plenty and be fine. Gen times go too fast making 1 mistake or 1 DS cost the killer waaay too much. Not in any way balanced in its current state.
At the end, all 3 gens were 99%, nothing he could really do about it, especially with the horrendous regression speed killers have, not to mention survivors stop regression in 1 frame while killers take 2 seconds to start it.
You can't pressure/chase 3 survivors at once. Then we got DS saying "yeah go for that save right in front of the killer, and get rewarded". That perk needs changes again.
-
@Dzeikor said:
https://forum.deadbydaylight.com/en/discussion/comment/1319016#Comment_1319016
I do not say to bring old nurse back,all i'm saying is just remover her blink recharges,that's all.
yes that's old nurse. All they did to her basekit was add recharge afaik. You take that away old nurse is back. Now if we're talking about add-ons that's a whole other conversation.
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1314899#Comment_1314899
Why do killers need to keep addons when you have op addons iri head for example. Even with those useless addons killers have there are still less of them meaning less cluttered blood webs. And sure I agree some killers need addons to play like wraith and trapper but not all of them. Oni can play addonless and still win so he doesn't need a constant flow of bp. Why should I be just happy add ons are harder to get then items because there are more of them specifically getting batteries isn't easy but you are dodging the fact that survivors have like tripple the killers add ons why is that? One more thing why do act as if survivors keeping their item is something special when it isn't if you escape why would you not keep your item?
Why does anyone need to keep any add-ons? They don't, or items for that matter. It's not like survivors don't have strong things on their side.This is just a biased argument of "I wan't survivors to keep add-ons and items for escape, but killers don't keep anything for a 3/4k." That's not right, its either you win you keep or you don't you lose, for both sides. Otherwise you're just discriminating against killers. If your problem is you want "specifically batteries" then that's just the way the game is. There are plenty of times I won't get a good add-on I want for a killer for multiple bloodwebs. Sure for survivor I might not get a battery, but I'll get a glass bead. I'll get a milky glass. I'll get a blood amber. Survivors have multiple items and as such they have multiple add-ons for each item. You're basically cycling through different "powers" and using add-ons for each. I'm not ignoring the fact survivors have more add-ons, but that's because of the item system. If you really have a problem with it, we can do to survivors what we do to killer sand just say "this survivor can ONLY have flashlights" and therefore their bloodwebs wouldn't be so cluttered, or we can do what I already purposed and have a BP store or something. You have so many add-ons because you have so many items meanwhile a killer only has 1 power. There are solutions that can be fair to both sides. I don't know why you insist on just having another one-up on killers. It's intended you switch between items in its current state, if you have a problem with that and want to only use flashlights, then that's a different problem than losing add-ons.
At least you can max 1 survivor and that's all you'll ever have to do if you wan't, meanwhile you can use any item. The killer equivalent is their powers, and we have to go through a whole separate character grind to use anything different. At least you at least keep your item. At least no matter what you don't need an add-on or item no matter what survivor you play.
On your point of "Oni can play a addonless and still win" so can literally any survivor even without an item. Why would you keep your item? I don't understand your point, you didn't explain it at all. Are you saying lore wise? Lore Wise if anyone, the killers would keep all their stuff, not the survivors, or everyone would lose everything afaik.
-
@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1314610#Comment_1314610
Well it's pretty common knowledge she's one of the hardest if not the hardest killer in the game to learn, so you'll have to excuse me if I question the weight of your argument when you say you've mastered her in 2 days playing in the evening. It's very easy to destroy most survivors because they refuse to learn how to counter-play her and change their strategies. Those who can were fine and are now nearly invincible in the right environments.
Also I don't understand how that works, if the skill floor is high aren't you always requiring a bare minimum amount of skill? That just seems like an oxymoron to me.
She may have been designed for a different DbD, but she still works in the modern game with the amount of LOS breaks and blocks they throw in some maps, and the way some loops hide survivors so you have to take a guess if you want to try and hit through a regular loop. You're always punished by the cooldown now, and I've suggested a better way to implement it that is the middle ground between our ideals that still keeps the punishment of the cooldown but allows for way more freedom than our current clunky Nurse.
Just gonna weigh in here. There's two different types of skill floor definitions floating around. I believe the one spoken here is: Skill floor is how well you preform with little effort or a lack of skill/experience, so a high skill floor would mean you do very well with relatively little skill or experience. It's not the amount of skill needed to play the character, it's a measure of how well you preform with little (floor) or high (ceiling) amount of skill/experience. So for example clown would have a low floor and ceiling because he won't do well, even if you're good with him, while someone like Spirit will have a high floor and ceiling because an average Spirit is strong, but a good spirit is much stronger. Old nurse was high skill floor, new nurse is lower because an average player won't do well on the current day nurse, while they could on the old one. This is one meaning of skill floor vs ceiling, some people use it differently to speak of skill needed rather than performance with low or high skill, so there's a lot of confusion on that end. It really just depends on the community you're from or the one you're used to hearing, as far as I know there isn't one agreed upon definition.
The problem with old nurse was almost anyone could hop on nurse for a day or 2, and learn enough to plow through survivors. Old nurse basically had no downtime, it was blinking repeatedly until you eventually got the survivor. if you were good this was maybe around 10 seconds. If you weren't it was maybe more around 30, maybe 45, which is still much faster than other killers. You didn't need to master her, just learn enough to kinda get a feel for her, which wasn't very hard if you actually tried (again, one form of low skill floor).
Additionally, because of her non-stop blinking, her map pressure was ridiculous. Going for saves was always unsafe unless you were on a large map and she's on the other side, because as soon as that unhook happens she's right there. If she's not, it's because someone else is about to go down. Left almost no room for survivors to do much of anything.
"It's very easy to destroy most survivors because they refuse to learn how to counter-play her and change their strategies." While this is true sometimes, even if you did juked a nurse, she could just blink again and again until she got you, and after her first 1 or 2 long blinks she's just short blinking and you don't have enough time to really do too much unless that nurse it real bad, having an off match, or on console. As soon as she got in close, you were getting hit very soon after. You could juke a few hits, but she didn't have enough time between attempts for it to really matter.
All these together made nurse pretty unfair. I am of the belief that no matter how hard something is mechanically, it should never put other players in a situation where they can't realistically do anything for most of the match if they are also skilled. That was old nurse. If the nurse was good, it didn't matter what a survivor did, they were losing. That's not a good design.
The big problem with nurse right now is her bugs, she's still the strongest killer in the game, she's just has an out of order sign on her neck atm. Now console nurse is a whole other conversation, but with crossplay coming, I don't think console exclusive fixes are on the table anymore.
-
I don't really see slugging as a problem. It's an alternative win condition with it's own strengths and weaknesses.
The reason why its running a little more rampant now is because killers are tired of dealing with all the second chance perks that come with hooking someone, which is an actual problem in the game right now. Slugging them there's only 2 (Adrenaline, Unbreakable), about to be 3 with this next patch. Technically 4 if you count no mither, but I don't think most people do.
I don't think Infectious should work with 1-shots, so that could be an avenue to explore possibly, rather than changing slugging as a whole and nerfing killers in general.
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1309127#Comment_1309127
You just said it yourself they have less to shift through how would they have problems getting what they want? On my oni I want topknogts right? I get those every bloodweb care to explain why? Oh yeah they have less add ons nobody complained about survivors not losing add ons why is suddenly a problem now? I just want my flashlight addons why do I have more purple flashlights than green batteries? On my adam I have 34 purple flashlights and like 30 green batteries. Most of my batteries were given to me by my friends and not found in my blood webs. And on the topic of ace in the hole there is no guarantee that you escape or get the add ons you want because you know useless add ons you also have to factor in that you need to get the item that goes with the add ons to even have a chance to get them and there are so many survivor items.
Because 1 add-on you want per bloodweb is not enough when you need items every match. Again survivors are fine at base, a lot of killers aren't. Also again, if you really want the problem fixed then the bloodweb needs to be completely remade or updated to give players more of a choice. You probably have 34 flashlights on Adam because if you escape you keep your item something killers can't do. Killers also have useless add-ons they have to factor in. As a survivor if I don't have any add-ons I like you know what I do? I play without an item, and do fine. As killer if you don't have add-ons you know what you do? You play another killer. Killers need a flow of BP just to play, survivors don't. Care to explain that? Or do you also want to buff all the killers that need add-ons (most of them) to be stronger at base?
People did complain about survivors keeping items and add-ons while killers lost everything. Be happy they just took away your add-ons.
-
@Mat_Sella said:
Because the game is balanced around 2 kills, once more than two people have died, its supposed have a fallback mechanic so that a survivor has a chance of escaping.
If the game was properly balanced hatch wouldn't exist. I disagree with it being something thats supposed to happen for the 2k balance, other wise it would spawn when 2 survivors are left not 1. Flawed argument.
-
@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1305125#Comment_1305125
Did you know odd bulb does nothing but increase the blind duration by 1 sec and kill your flash light faster? Didn't think so all flashlight addons are useless except for batteries and filaments. Oh yeah and high end sapphire lends and intense halogen do that too but the point I'm trying to make here is we have useless addons that take up space and don't do much and that syringe isn't even that good it was nerfed to the ground and consumes medkits on use so why bring this up? The survivor economy isn't good at all and now we lose add ons the devs should increase our bp gain if they are gonna do something are dumb as this. Killers average about 50-60k bp a game with bbq and chili not to mention have less add ons and a way better chance of getting add ons they want. Tell me you think that's fair? Back on the topic of flashlights the add ons do nothing like the grip addons literally nothing but hey its fair because we killers lose add ons we can get back every match.
I'm not counting bbq the same way I don't count wglf. I don't even use bbq unless I'm specifically farming BP, something survivors can do as well. WGLF should be fixed (and they said they're going to fix it) and survivor points can be increased sure, but add-ons either need to stay or go for both sides.
Sure the odd bulb might not be ultra rare power, but neither are things like Fuming mixtape, Amanda's letter, Waterlogged Shoe, ect. If that's the problem then these add-ons need to be reworked/buffed. As for killers easily getting add-ons, you're not going to get the ones that you want enough to keep putting them on every single match, and killers need add-ons every single match in most cases unless you're using top tiers. Meanwhile Survivors keep their items at least, which have the core functionality of what they need. Add-ons for survivors are little boost while the base item is fine, add-ons for a lot of killers are usually needed to at least have a semi-decent power, something you need every match while survivors don't need items every match.
Again, if the problem is not getting what you wan't then both survivors and killers should get either a blood store or something to at least narrow down the options. There's useless things on both sides, and even though killers don't have as much to shift through, they still can have issues with getting add-ons they need or want. Survivors can also find items every match in a ches, and can equip ace in the hole if they want to farm add-ons, killers don't get the option to farm add-ons mid match at all.
-
@felipao_brabo said:
https://forum.deadbydaylight.com/en/discussion/comment/1305144#Comment_1305144
Im talking about bloodpoint rewards. I wouldn't want to share my Blood Points with 3 survivors that got 6k bloodpoints while I got like 25k
ideally its not going to divide you points evenly or something. Everything done will add to the total everyone gets at the end. So in this example while you yourself only got 25, because of the others you would be getting 31k, or 43k if you meant each one individually got 6k. So you'd only be gaining BP even if your teammates did barely anything. Numbers might have to be tweaked, but at least the games where someone gets camped their time won't be completely wasted.
-
@felipao_brabo said:
https://forum.deadbydaylight.com/en/discussion/comment/1302213#Comment_1302213
I disagree, what if I repair 4 gens, run the killer around for 20 minutes and save everyone from the hook while my other 3 teammates are blendettes that crouch in the corner of the map with urban evasion?
So what if you do? You'll move on and those Blendettes will derank later. You're not losing anything, you can only gain more in this system compared to now. This argument is pretty much "But I don't want anyone to benefit from my actions but me". Its a team based game, that's not how it should work. Besides if you're REALLY doing that much, your well below your rank and should climb easy.