Mr_K
Mr_K
About
- Username
- Mr_K
- Joined
- Visits
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Comments
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I'm against incentivizing what is perceived to be normal behavior. You are expected to play the game fully and not DC.
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It only cost 100 cells per level. Wink, wink, nudge, nudge
Future reference you can buy the pass after completing the rift.
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You wouldn't lose the cosmetics. The father can wear that schoolgirl uniform.
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Disappointment
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PC players are test monkeys in the never ending goal of dedicated servers. No weekly hotfixes or test updates are required to keep us happy. Just keep playing and soon we will have Shakespeare.
I tell you the truth before others come in and say its necessary to make them perfect.
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A case, box, or receptacle; especially one in which sacred relics (such as the bones of a saint) are deposited.
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/830671#Comment_830671
I should never have to play a game in fear it'll be changed based on how I play or others play, that's absurd.
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You understand the concept of sarcasm?
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If you are used to swf you will find solo queue frustrating.
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You would spend that week going through all that spaghetti code driving yourself mad.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/830687#Comment_830687
You lose like 0.1m when you blink into a tile. What else are you blinking for mobility? 1 Fullcharge blink and then you're at 4.87 m/s. Thats it. The distance is lower than before, but still better than the others.
In a chase you should aim for the survivor, your m/s doesn't matter. And once you went for a double blink, hit or miss, you are always in range for the next double blink. Its literally the same nurse gameplay, except you wait 3s for a double blink miss. Thats it
I'm seriously questioning if you play Nurse or just look at numbers. You are basing a lot on perfectly blinking max distance which is not the norm.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/830604#Comment_830604
So mobility wise, she got nerfed from 5.90 m/s to 4.87 m/s.
Considering that this is still faster than other killers 4.6 m/s, her mobility is still above average. More importantly she can skip terrain which adds extra distance and blink up and downstairs if needed. And her movement type gives less warning.
Her lethality potential is still the same, except you wait 3s more if you miss. All things considered, she is still the best killer, right? Her chase has way more potential than Spirit and she has arguably better map pressure, since Spirit has to wisely choose between mobility phasing and 110% patrolling. Better than Spirit sounds more than managable to me. Granted you do take on the challenge to get the blinks right.
Those speed numbers only work if using full distance blinks which are mainly used in traveling across maps. Maps also need to be clear of obstacles that can get in the way of landing at that max distance. As stated earlier overall distance has been diminished because you are forced into 1 blink mode.
If using full distance blinks in chase you can easily be juked and waste a lot of time. Chases become longer around structures and buildings as blinking twice without a hit is too risky to make
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/830554#Comment_830554
"If you don't want your favorite Killer to be nerfed, don't play them".
Do you know how stupid that sounds? Yeah.
You can play them. Just don't kill more than two.
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Its the same whether its on dedicated or P2P. The killer hits you before you get a chance to react. On P2P you could adjust your timing based on the killers ping. On dedicated you don't know what the killers ping is so you have to make a prediction if they will swing or not.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/830535#Comment_830535
You lose a lot in the grand scheme of things, as blinking is a very fast travelling method. But you only lose 0.45m while you are following the survivor. So in a chase, it acts exactly as a 3s cooldown. Once you caught up to the survivor, you should always be in double blink distance.
Out in the open with nothing that can block your view of the survivor.
If purely looking at 1 blink new vs old ignoring cumulative distance they seem similar. But before you just didn't 1 blink around the map or in chase. You 2 blinked and that's where it begins to hurt.
Blinking twice in the old system, in 2 blink cycles took you ~178 meters in ~34 seconds. Blinking only once in the new system in the same amount of time ~33s takes you ~158 meters and takes 5 cycles to complete.
Take into account terrain isn't alway flat and open and blinks might not take you as far as you want them to.
Just as a bonus. The time it takes for a single cycle current two blink is 11.9s and travels 58m. In the same 11.9s the old Nurse could travel 70.3m.
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If you perform better and pip you risk your favorite killer getting nerfed down the road.
Another incentive not to rank up.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/830503#Comment_830503
Then your comment is sensefree in the first place
Sorry, I took your comment as it isn't a big deal to lose 0.45 meters.
Even though you are losing much more than that.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/830491#Comment_830491
If its insignificant, you shouldn't cry about it.
I'm not the one saying it is.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/830387#Comment_830387
You lose 0.45m during the 3s cooldown
If it's insignificant then you wouldn't mind having it removed.
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Hi Jeff
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More times than not, you spawn next to two other survivors.
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Now P3 them and start over.
🙃
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The killer A.I. is still in the testing phases. There are still many logic bugs and freezes with the current implementation.
1) The killer A.I. freezes after hooking a survivor and only moves again when another survivor tries to unhook or is sacrificed.
2) If the survivor is rescued from the hook the A.I. will only chase after the injured unhooked survivor.
The same bugs pop up while testing different machine learning methods.
Hopeful soon™ we will be able to test this out on a PTB build. Once all these bugs are patched ofcourse.
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In Japan, to get rid of a vengeful spirit you need to resolve what created them in the first place. Having Spirit get revenge on her father would free Spirit and allow her to pass on in peace.
This gives the Devs the ability to delete her and make survivors happy. In her place, her father with a much weaker ability.
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I think you answered your own question.
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Low settings is about the best you can get. You could try to disabling forced anti aliasing but I doubt it would improve any.
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Not trying to start a debate on which side is more toxic, just trying to understand. Thx.
Sometimes, you get what you didn't ask for.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/828861#Comment_828861
Wait, what?!? A survivor loses a perk for cleansing a totem? That might be the worst idea I’ve ever seen. Are we even include dulls? So now we are also guaranteeing NOED procs every single time as there is no counter whatsoever. Who in their right mind would lose a perk to cleanse a dull lol. If it’s just hex only though, it’s still awful.
I believe its for hex totems only.
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Either they DC and don't get counted (supposedly) or they give up and pad the numbers.
Survivors are voting on which killer is unfun and in need of slight tweaking.
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@prettyf said:
https://forum.deadbydaylight.com/en/discussion/comment/816296#Comment_816296
no, nurse is now 100% skill based killer and deserve tagged as "hard"
still i think billy is harder than nurse
Funny, that's the same comment made after her first nerf two years ago. I guess that didn't hold up too well and she required another nerf.
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At the end of the day, the totem will still activate next to a survivor.
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They should of postponed the Nurse changes to lure in Nurse mains into the rift. Then sandbag them after getting the money.
#missedopportunities
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Downing a survivor takes away their fun.
When the match becomes unfun survivors DC.
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@Peanits said:
Those stats did not consider rank. If you took a look at the Nurse before at all ranks, she was the weakest killer by a large margin- something I think we can all agree was not the case. Meanwhile, if you were to check her stats in red ranks on PC, you'd see that she would average more than three kills per match. This is why we don't balance based on data alone, and also why we urge you not to draw conclusions from those stats.
Based on addons or base kit.
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@OmegaXII said:
Idea for trapper QoL change: make him able to reset traps without picking them up
Another idea for freddy: make him see the aura of his snares like trap killers
make him able to reset traps without picking them up
Absolutely
Also, not a QoL but a buff, give him all his traps at the start and have the bag addons increase the amount.
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When you did your survey. Did you hear a strange shredding noise after pressing submit?
Maybe it was just me. 🤔
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So that bug is back. 🤔
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@bendermac said:
Please no sarcastic comments. 6 sec cooldown isn't a QoL change.
Oh, you were talking about the killer side. 6 seconds was a QoL for survivors. There's no need to think while being chase by a Nurse anymore.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/828923#Comment_828923
remember the legion nerf and how the devs were going to keep tabs on them?
Legion is how all killers should be.
Freddy changes were made by a rogue employee and needs to be addressed in a future update.
The average needs to be two kills and two escape or nobody is having fun.
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Nurse got a 6 second cool down as a QoL.
Freddy is starting to overperform and may require slight tweaks.
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You probably don't want to read what they are saying about you.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/829494#Comment_829494
Peanits has said they know Nurse has the absolute lowest kill-rate and is under-preforming on console. Hopefully they undo these changes and try a better solution if they HAVE to change her still. I can list like 2 or 3 good ideas; as a Nurse player who knows what makes her fun to play.
She had to be underperforming before the slight tweaks on console, so I'm not getting my hopes up.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/827038#Comment_827038
2k is the target, not 1k. 1k on average would mean they're very weak and desperately need a buff.
2 kills is a bad metric to balance this game on. Too many times have I seen survivors dominate gens just to throw it away at the end trying to save one person. Also take into account gaps in skill level between players.
Not to mention most of the time two kills two escape at red ranks is either a black pip or a derank.
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By nerfing the overperformers the underperformers become more viable.
🙃
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Killers- do you enjoy playing as the new nurse? If so, why? Am I missing some hidden potential here?
I think you summed it up nicely.
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They can only nerf so many at a time.
Get in line.
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What platform?
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All I read was bring back Hags teleport stun. 😉
As a non-Nurse main you summed up Nurse mains frustration nicely. 🤗