Mr_K
Mr_K
About
- Username
- Mr_K
- Joined
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Comments
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Trust me, you're not going to get a better answer.
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I don't know, but it looks like you can turn it off.
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Balancing around two escape two kills is meaningless when surviving isn't a requirement. There are plenty of survivors who would rather die trying to save one survivor off a hook than leaving them and escaping. I've seen too many times where a three escape turns into a three kill. The difference between underperforming and overperforming by the Devs standards.
If there were a greater emphasis on surviving we would see 5 minute matches with 3 or 4 escapes become more common.
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I don't think the killer's name should be displayed. What should be there is the killer's ping to the server.
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/883365#Comment_883365
ya if you die on a hook ( in the match you did nothing ), but if u use the quitbutton its 3 i think.
Nope, was change recently. You only lose 1.
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@Peanits said:
That's a nifty idea on paper, but it can't really work in practice. For example, I escape, I immediately move on to my next match. How do I get that bloodpoint multiplier if I'm already long gone?
You have to stay and watch the other survivors teabag the killer at the exit.
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@EleaticStranger said:
This is alarming. I just started playing a couple weeks ago and I've been studying tutorial videos and my own terrible gameplay to get better in chases. Of course in many cases it's clear why I get hit by the killer because I'm just bad and I make poor decisions or poorly executed actions. But in other cases I'm baffled because I feel like I do the right thing and get hit anyway. I guess this discussion vindicates that. My point is that it's not just red rank players who are justifiably upset about server problems. It makes it really hard for new players to improve.
Before servers it was P2P with the killer as host. So before you had to deal with the ping to the killer and BHVR's netcode. Now you have your ping to the server plus the killers ping to the server and BHVR's netcode to deal with.
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Oof, I didn't notice there was more than one run in that vid. ๐คฏ
The last run is what I would expect to see.
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Looks like the survivor doesn't start moving until the Nurse fully charges the blink and started to move forward some. Possibly even during the blink. I would have to slow it down some to know for sure (and be on a PC instead of a phone).
This could show the disparity between the numbers and the video.
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You only lose 1 pip for leaving the match.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/883342#Comment_883342
I'd like to find the error too, because this math looks good, but its in contrast to actual speed comparison. Even if it was 25m or 40m, the difference between 2 and 7 double blinks is way too big.
He basically started on blood lodge, edge of the map and proceeded to double blink over the long course of the map, while the survivor ran way with around terrorradius headstart and he catched him after 2 double blinks at almost the other end of the map.
20 meters does make a difference. With 20 meters being the headstart it would take about 3 double blinks and a single.
0 / 20 / 0
13.5 / 74 / 58.14
27 / 128 / 116.3
40.5 / 182 / 174.4
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/883318#Comment_883318
Good math, but why did Endstille catch up to the survivor in 2 double blinks instead of 7 double blinks? Something is not working out with your math, since we could see in other videos that Nurse is a tiny bit faster than survivors. 4.3m/s means slower than slow killer and we could see in videos that she is just as fast, if not faster. Financial Stability did a video with a fake last charge, but in there we could see that nurse would have arrived first if done properly with single blinks, so she is faster or on average, atleast just as fast as a 4.6 killer. And with double blinks she can only be faster. I appreciate your efforts, really. But theres an error in the equation
I like to know the error if you could point it out. The speed and timings are half from the Devs and half from the wiki (blink window speeds). I do personally suspect some issues with the dedicated servers tbh.
Perhaps the survivor wasn't 32 meters away or they started running when the Nurse already had a fully charged blink. I haven't seen the test to know.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/883117#Comment_883117
Basically, you just disagree when other people say shes fine and you disregard the math. She always had low winrates statistically, because bad nurses drag her down. And the winrate is mixed with console, so you cant compare them.
Running in a straight line does not work. Endstille even made a video on that, you can use 2 doubleblinks to catch up to a survivor ~32m away.
You just cant take my genuine opinion or accept that she is still the strongest for most killermains.
32 meter headstart running straight at 4m/s. Not taking into account bloodlust for killers.
4.6 m/s killer will catch up in 50s with a lunge attack and 54s without.
4.4 m/s killer will catch up in 74s with a lunge attack and 81 without.
New Nurse 1 blink travels 33.86 meters in 8 seconds with cooldown.
New Nurse 2 blink travels 57.71 meters in 13.4 seconds with cooldown.
1 blink Nurse will take 14 blinks to catch up or 112 seconds and 474 meters to the survivors 480 meters.
2 blink Nurse will take 7 blinks to catch up or 94.5 seconds and 406 meters to the survivors 410 meters.
1 blink
Charge 2s @2.89m/s = 5.78m
Blink 1.5s @13.3333 = 20m
Blink Window 1.5s @1.54 = 2.31m
Fatigue 2s @0.96 = 1.92m
Cool down 1s @ 3.85 = 3.85m
Total: 8s @4.23 = 33.86m
2 blink
Charge 2s @2.89 = 5.78m
Blink 1.5s @13.3333 = 20m
Blink window 1.5s @1.16 = 1.74m
Blink 0.9s @13.3333 = 12m
Blink window 1.5s @1.54 = 2.31m
Fatigue 2.5s @0.96 = 2.4m
Cool down 3.5s @3.85 = 13.475
Total 13.4s @4.3 = 57.705
1 blink Time/Survivor/Nurse
0 / 32 / 0
8 / 64 / 33.86
16 / 96 / 67.72
24 / 128 / 101.58
32 / 160 / 135.44
40 / 192 / 169.3
48 / 224 / 203.16
56 / 256 / 237.02
64 / 288 / 270.88
72 / 320 / 304.74
80 / 352 / 338.6
88 / 384 / 372.46
96 / 416 / 406.32
104 / 448 / 440.18
112 / 480 / 474.04 (lunge range)
2 blinks Time/Survivor/Nurse
0 / 32 / 0
13.5 / 86 / 58.14
27 / 140 / 116.27
40.5 / 194 / 174.4
54 / 248 / 232.5
67.5 / 302 / 290.7
81 / 356 / 348.8
94.5 / 410 / 406.9 (lunge range)
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/883084#Comment_883084
Doesnt that just solidify the statement, that she is still strong enough, if nonnurse players can still succeed with her? I heard Marth was still 4k'ing regularly too and he is a Wraith/Nurse main.
You dont even lose a few metres. Literally 0.5 metres. So you're always in range for the next double blink and if you aren't, you probably messed up at the previous double blink and blinked in the wrong direction. You really dont lose significant distance from the cooldown. It will allow survivors to gain better mindgame situations and thus evade you more likely. But i find that balanced tbh.
Marth 4ks regularly with all killers. It comes down to the survivors one faces.
Your number takes a side by side comparison of a single blink cycle and assume open space to move while in cooldown.
Taking multiple cycles into account in the 3.5 seconds it takes for both blinks to recover you could of charged and travel a full first blink of 20 meters. Walking at her base speed for 3.5s is 13.5 meters. A loss of 6.5 meters with the assumption you could walk unimpeded during that time.
Due to the penalty, Nurse players are forced to 1 blink around maps. Blinking twice has become to costly for map travel. I don't know about you but, blink fatigue wait, isn't my view of fun interactive gameplay.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/883004#Comment_883004
The important part is that you dont have to use the ability without cooldown in order to succeed. You can wait 3 seconds if you miss a double blink and try again. You lose half a metre in that time, so you're not unable to catch up. All it does, is affect the time efficiency of nurse. Which was too high, since every successful juke only gained you 3s until the next blink. Now survivors gain around 6s for a successful juke. Which is much more balanced for a killer as strong as nurse and a potential hit every 6s is still S-tier in DbD.
Btw i always play killers addonless, including nurse, so the change doesnt feel as impactful to me. And if i compare all the killers powerlevel, she is still at the very top.
If you want proof right now, look at every big killer streamer, they're still 4k'ing regularly with Nurse. Tru3, Zubat, OhTofu etc are all very successfull with her and still consider her the strongest.
I dont see any real argument as to why her basekit should be reverted from a balance standpoint. The only argument boils down to not having fun, which is subjective. Sucks if you cant enjoy her now, but thats not reason to balance around that.
Last I check True plays with addons and Zubat and Tofu are not Nurse players. Not saying they never play Nurse. I'm saying they're not Nurse players.
To say you only lose a few meters is quite the understatement. Maybe if you're chasing out in the open but not within or around structures.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/883010#Comment_883010
Really? Frosty eyes? Ahm... I don't like it... and what do YOU think about the other Yui's shirt?
Meh
I forget which was her default but her shirt changes from pink to white.
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If you buy it:
Frosty eyes for Oni.
A different color shirt for Yui.
Going by the PTB.
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@BBQnDemogorgon said:
I'll be shocked if one of these or more doesn't get a big nerf from ptb to live tomorrow.
Legion, BoP, Nemesis, Oblivious or Deep Wound.
Why? Because of the builds people found that bring back guaranteed downs Legion. Moonwalk Legion without Moonwalking.
I bet the Chapter goes live in the exact same state it was in the PTB.
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Survivor Objective
- Power 5 generators. 80s each
- Multiple gens can be worked on at a time
- Power one of two doors.
- Escape
Killer Objective
- Find survivor, chase survivor, down survivor, and hook survivor.
- Repeat at most 12 times before suvivors can escape.
Seems well balance and thought out.
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Scrap the idea and never talk about it again would be my preference.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/882721#Comment_882721
Thanks for clearing that up. I will ignore you from now on.
Promise?
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I think you should get points for being hit, downed, and hooked.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/882708#Comment_882708
What part dont you understand? Its a simple message
Charging a blink is nowhere the same as charging a chainsaw. Tapping blink will only move you a meter and full charge will overshoot the survivor. You can't randomly blink and be able to do well with Nurse.
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Blink fatigue wait, blink fatigue wait, blink fatigue wait.
When I didn't have to do this.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/882622#Comment_882622
You spam the blink whenever its ready, just like the old tinkerer instasaw billys, and hope for a lucky hit. If Billy gets a 3s cooldown, it would mostly affect instasaw spamming. You know, chainsaw from 5m away, miss, chainsaw from 5m away, miss, .... Stupid unskilled gameplay.
What? How is this logical? When it's ready? ######### are you trying to say?
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Spamming blinks. How do you spam blinks as a two blink Nurse again? What a stupid narrative that I never heard before her addon rework details were announced.
Can't wait for the spamming chainsaws narrative after the Billy rework.
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I wouldn't say it's impossible for solo. How fast gens are done most hooks are after the doors are openned anyways.
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They are afraid of what might happen if they adjust challenges for players that already have progress on those challenges.
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I broke down and tried playing her over the weekend. Every blink I land where I wanted then get server tugged back 4 meters while trying to swing or blink again. Hopefully the PTB changes come tomorow with a fix to the missing blink animation. Until then I don't feel like playing anymore.
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@Kebek said:
You can't fix players beiing entiteled ######### that DC at the first sight of any challange.
True
I hope they start matching these types with eachother instead of with people who want to play.
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All the killer ones are done including Iridescent Age. I didn't want to touch the survivor ones just in case they ######### up the changes.
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Only risk is Rancor.
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When you wonder where all your hook are.
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The thing is, from the killer's perspective you are not 4 meters away when they hit you. You are within striking distance. Are we to expect killers to predict survivor perspective position in order to get hits? Swing into thin air and hope the survivor is there?
The issue I see is a lack of a killer ping in lobby. If you know the killer has 200ms delay to the server you could adjust your timing to their actions better.
https://youtu.be/6EwaW2iz4iA -
Rushing the hook
- see camping
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Doc's base shock range is absolute garbage and that's after they increased it.
My prediction:
His rework will more than likely trash his Ultra-rare being it has no downside. His ability to prolong games with three gens will more than likely be addressed and inadvertently make his power worse.
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The issue I have with them is the lack of updates. We have to wait for Chapter and Mid-Chapter patches and hope the issue we have are resolved.
Some PC only hotfixes would be nice. We're already test monkeys for this mess.
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Phrases like
Spamming Chainsaw
No Downside
Able to travel across large maps without penalty.
It's coming. Once his addon rework comes around it will be full force.
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How about a minimum black pip and move on to the next match.
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Why don't you like being a test monkey?
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They were happy to see DC rates go down after nerfing Legion
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Last time I used deliverance it took three attempts to jump off. Uncapped at 120fps.
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5 minutes! ๐ฒ
You must be running ruin.
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You forgot Leatherface.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/877517#Comment_877517
Then why could my friend playing as Myers not hit me (playing as Jeff) no matter how much we hugged over the fence?
Were you healing?
https://youtu.be/0Pal78yfmso -
Think it's too early for this thread. Yes the changes are coming but they haven't happened yet.
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Yes, you can hit over the fence on Haddonfield. The survivor needs to be near the fence for you to hit them. It's been this way since the map's release.
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The challenge is get 4 iri emblems in 15 games. Sorry for the confusion.
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