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NMCKE

NMCKE

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NMCKE
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  • @BasementDweller said:

    I think they get alerted to survivors grunts of pain, failed skill checks, and Red Herring.

    I'm not sure about Diversion.

    Apparently not when I can work on a generator directly next to a zombie. 😝

  • @Sonzaishinai said:

    They actually aren't half bad.

    I've even seen them chain tiles together sometime.

    They are like better the a third of the survivor base

    It would be nice if DC'd teammates were replaced with bots, that would be nice since at least then you and your teammate aren't completely doomed to lose. 😁

  • @Laluzi said:

    Anyone who BMs the other side after winning is just an ego tripper and a sore winner who isn't happy with victory unless they're rubbing the loser's face in the dirt. Never understood it, never will.

    That said... could just be my experience, because it doesn't seem to be yours, but I encounter way more survivors being sore winners than killers. I've encountered some GGEZes and stuff like slugging for the bleedout or hatch fakeouts, but the number of survivors I see being bad sports after winning a match is an order of magnitude higher than killers doing it, if not more. Most killers just silently exit or drop a GG.

    I seem to get a lot of killers who BM me, more than the amount of survivors who BM. Not sure what I do differently when I play as killer versus when I play survivor, but apparently there's enough of a difference for killers to BM me as a survivor.

    I'm assuming it's probably because I run meme builds such as a pallet save loadout where I save myself with a pallet when slugged. Another one is the invincibility build where I use DS, Unbreakable, Soul Guard, and Adrenaline to become invincible. I dunno, I run interesting builds that the killer probably finds annoying, but then again, why? It's like me BMing the killer for running NOED because I find it annoying.

  • @SeannyD115 said:

    Would eruption work with oppression? Or does the other regressing gens not count as kicking

    No, it only works with generators you physically kick.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275607#Comment_2275607

    Wow! A whole 12 FPS??? I keep crashing so I can't get into the game

    Luckily I have a better console, at least some FPS are better than straight up crashes!

  • Sucks that it's almost impossible to play Nemesis. Dude, have you noticed the zombie look like they are running at 5 FPS? 😝

    Couldn't help but notice.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2273996#Comment_2273996

    Nemesis runs terribly. Like, every time you pull out a tentacle, the game freezes.

    One of Jill's skins is a reskin.

    The new map is unplayable.

    And general performance took a massive hit, which makes console borderline unplayable.

    That's why they all couldn't hit me, I thought all these rank 1 Nemesis were just... bad, with their tentacle attack.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274404#Comment_2274404

    That is why i said, they wonder why there are more survivors than killers and some ers actually switch to survivor because of that.

    Any other gaming developers would stay neutral when 2 sides are in play, but not bhvr.

    About the key rework, I wouldn't hold my breath, I expect it somewhere in 2022

    I believe BHVR does their best to stay neutral, they just make changes that doesn't make sense sometimes. Such as removing our only key counterplay before balancing keys.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2274232#Comment_2274232

    Nope, you can't, sorry. Even if you tunnel them out the game, the key will still be there on the ground.

    Then people wonder why killers feel like the devs are survivor biased and don't want to play killer.

    That was the only reason to really run Franklin's, you'd see keys load into the lobby and would have the advantage to switch perks in order to even the playing field. However, now killers cannot do anything, literally you minus well let them escape at that point unless you think you're able to hold the majority of your generators to prevent hatch from spawning.

    Next Mid-Chapter should be a key update, if not then I'm going to be very disappointed at the developers. I usually always keep an open mind when it comes to changes, give benefit of the doubt and let them have leniency before I begin getting upset. However, we have nothing to combat keys with AND they haven't addressed this since the beginning of the game. 😡

  • @Huge_Bush said:

    Because they couldn't figure out how to make it not affect the new vaccine item survivors need when facing the new killer.

    In other words, incompetence.

    Looks like I can't counter keys anymore. 😓

  • @arcticgirl36 said:

    When I play I try to avoid camping as much as possible. I even try to alternate which survivor I hook, get as many hooks as possible, and go away to check distant generators. But often times I see a survivor circling me like a vulture while I am carrying another survivor to the hook. They don't even give me a chance to leave the area. Should I follow them in and get them as they are unhooking the other survivor? What is the proper thing to do?

    Also should I keep an eye on hooked survivors from a distance? Let them get unhooked. Then go back in to the hook when I am alerted they are unhooked. (Because there will likely be two survivors in that area)

    I am just asking what the best approach is. I am interested in giving everyone a fair game and proper etiquette. When I play killer I like to think of myself as dungeon master or the host of the game I am playing. But I still want to win.

    Personally, I would just camp at that point because you're keeping two survivors from doing generators.

    If they try to rescue, attack them as they are unhooking to interrupt them and force a hook trade. 😁

  • @Mr_K said:

    Stare at them for 12 seconds while they slowly realize they ######### up.

    And you also have wait out the remaining 48 seconds of their DS as well, unless you think it's faster eat the DS and catch them again.

    With BT and DS, you pretty much waste time regardless what you do.

  • Camaraderie

    When hooked, this perk activates after being on the hook for 15 seconds.

    The sacrifice progression is paused for a total of 40/50/60 seconds when either a survivor or killer is within 24 meters to you.


    Dejà Vu

    See the auras of the closest three generators in proximity.

    Repairing these generators will have any negative effects applied to them removed and their success zones are increased by 30%/40%/50%.

  • @CheeseAnton said:

    Agreed, this is a nerf. I will say, I was expecting another start off healthy suggestion, so thank you so much for not doing that, but I think leaving No Blood overall is more impactful than No Scratch Marks (which, really only Spirit benefits from Scratch Marks).

    Personally, I'd make it so the grunts of pain are reduced by 50/75/100% and non-generator action speeds are increased by 15% (including vaulting, entering and exiting lockers, unhooking, healing, recovering on the floor, Sabotaging, even killer specifics like Cleansing Sickness and Jigsaw Box searching)

    No Mither

    You're harder than a bag of rocks.

    When injured, downed, or hooked, gain a stackable Broken Status Effect for 45 seconds followed by:

    • Grunts of pain reduced by 30%/40%/50%
    • Blood Trails reduced by 30%/40%/50%
    • Cannot Bleed-out to death

    When not broken, you automatically heal to healthy state. Recovering to the healthy state during a chase will afflict the Exposed Status Effect until you're no longer in a chase within the last 10 seconds.


    This would be pretty interesting since survivors may be able to take multiple M2s during a chase. Then rarely, heal up to full health while dying, definitely powerful!

  • @lagosta said:

    @NMCKE You forgot the Alph Chad looping around the hooked survivor to get the full benefit of the victim's kindred.

    Oh my gosh, I actually just laugh when a survivor does that when I'm hooked. 😝

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2266463#Comment_2266463

    I'll take 4x going to second stage while having Kindred equipped.

    I'd like extra salt with my order. 😝

    Yeah, that really aggravates me, which is why I play more killer than solo queue survivor. Avoid all of that.

  • @TheClownIsKing said:

    Ok, fine. If you’re already basically right there and the killer is distracted, go for it. Revive me.

    But it’s such a complete waste of time when I’ve had the opportunity to crawl away because the killer hesitated for 2 or 3 seconds, and can no longer discern where the hell I went, and somebody (sometimes even 2) from the opposite end of the map get off their gen(s) to run all the way over to me. This is especially annoying when the entire reason I’m downed at the opposite end of the map is because I intentionally lead the killer that far away so that YOU can do the damn gens without interference.

    “bUt MeR pOiNtS!!!”

    Yeah well doing the objective gets you points too. So stop being stupid. If I’m hooked fine. But don’t run the length of the River Nile for a survivor that you clearly know can get themselves up.

    Welcome to solo queue, how may I serve you? Here's our menu for today:

    • Multiple survivors saving your when you have Kindred
    • Teammates farming you without Borrowed Time
    • Last survivor camping the exit gate and not letting you escape through the hatch before EGC expires
    • Survivors staying at 0% recovery while dying

    Which do you prefer?


    On a serious note, that's why I play killer because solo queue is literally painstaking sometimes.

  • @TeabaggingGhostface said:

    The face of dbd is horribly weak atm, not trickster weak, but close, give the boi his buffs

    Trapper is really luck dependent and just clunky to set up, then when he does — it involves him guarding the best 3 generators in proximity to each other.

    I'd probably change him like this:

    • Lockers contain Bear Traps
    • Auras of lockers are shown to The Trapper within 16 meters when he does not have have a trap in his inventory
    • The amount of traps that can be in the map is dependent on map size [Larger Map = More Traps; Small Map = Shorter Traps]
    • Trapper can hold up to 2 Bear Traps in inventory
    • Bear Traps will hold survivors in place for 16 seconds, BUT during the first and last 8 seconds of the trap, survivors will receive a difficult skill check to remove 4 seconds
    • Survivors disarming the same Bear Trap repeatedly will cause it to be sabotaged [You can replenish it from a locker]
  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2265956#Comment_2265956

    He'll also lose his biggest strength, which is that he can hide his glow in chase.

    I don't think that's going to be very damaging, if anything it'll increase his skill ceiling because most killers can just hide their red stain naturally. It won't be as good as no red stain, but that's a trade off, faster stalking for no red stain. More on that below.

    However, while it's going to be less convenient in chases for him, it's going to be easier to get survivors exposed since he can stalk them pretty fast. I believe it takes him at least 5 seconds to expose a survivor without leaning, but with the extra stalk speed — it'll take 3 seconds. If he's leaning, that time is cut in half, which means he can expose you within 1.5 seconds if he's leaning. That's without add-ons, so with add-ons — it can get pretty stupid.


    However, since survivors can instantly reveal you by pointing at you — I believe that's pretty fair and if it's a tad too much. I'd just do an add-on pass for the stalk speed add-ons, make them do something unique:

    • Give him undetectable after being revealed for 10 seconds [Could be added with my base suggestion]
    • When stalking multiple survivors, stalk speed is increased by 25% for each survivor you're stalking.
    • Downing a survivor who's marked will apply the Mangled / Broken / Oblivious status effect for as long as they are either dying or hooked. This effect persists for 60 seconds once they recover from either state.
    • Stalking a survivor will share their progression at a 50% conversion rate. Survivors who become marked by shared progression will have a moderately shorter mark duration, but will have their aura revealed for 5 seconds after being initially marked.

    Possibilities are endless.

  • @Pulsar said:

    I legitimately have never had an issue revealing him, but I understand a lot of people do.

    You do have to remember that its inconsistent for both sides. He gets revealed through solid objects as much as he doesn't get revealed when you stare at him.

    He needs to be in the center of your screen and the Survivor model cannot be blocking your view of him.

    I would prefer if survivors who point at him would automatically reveal him if he's either stalking them or was stalking them within the last few seconds. The cone size would be ridiculously small, so small that the survivor would need to know his EXACT location to reveal him. Then, if he enters a chase — he automatically gets revealed because at that point, I believe the survivor has "found you".

    Also, to make 99% stalking viable, he'll become immune to being revealed for just a second. Enough to finish the remaining 1% for the exposed effect.

    To compensate, we significantly (maybe tremendously) increase how fast he stalks. It's only fair he gets this boost since survivors can instantly reveal him by pointing at him.

    This would need testing in the PTB of course, but that's the idea to make it consistent for both sides.

  • @supersonic853 said:

    Obviously its gone down in power we all know that. But i still feel the change peanits mentioned a while ago woulda been better giving it a range requirement. Because most huntresses still do what they did before. They get right up against you pull out the hatchet for a easy instadown. Change feels lazy tbh and didn't address one of the most abusive factors iri head had imho. Maybe others views are different so thats why i created this. Let me know!

    It would be cool if Iridescent Hatchet refunded you a hatchet for landing hits on survivors, BUT with the downside of lockers only giving you one hatchet per search.

    Would, theorically give a Huntress who never misses, infinite hatchets. However, we're human and do make mistakes, so we'll eventually have to waste time refilling each and every hatchet.

  • @[Deleted User] said:

    "twins" and "fun" will never belong in the same sentence together

    Maybe if you're a survivor, RIP poor little soul. 😝

  • @SoapNSpook said:

    This killer can be nearly okay if played without camping, tunneling or slugging but it's an abomination of another boiling hot world when the pig gets unfair advantage because of RNG

    First of all, there shouldn't be any sort of necessity to check all jigsaw boxes, it boring, unpleasant and can even guarantee a kill if you're unlucky and certain addons are used. Second of all, her reverse bear traps can kill you if the last generator pops if you're on the hook with the party hat, it's literally a free kill if the person is tunneled. Third of all, on top of her great stull ability she has stealth and dash for some reason that are not that overpowered but still feel like an overkill.

    The Pig MAY be okay to deal with but most of the times the killer can get free kills and wins for just downing survivors at certain point of a match

    That's how the killer is, she's luck based. However, dying to her traps are reasonably low if you don't greed objectives and start searching boxes. There will by times where you're just going to die, that happens with all killers, if they want you dead — sorry, don't know what to expect, you're dying. Pig's traps does make it worse, but at the same time, she risked staying at one generator and used it before it was completed, not wasting her trap.

    Sometimes you just have to lose, can't win them all.

  • Blight can feel like he's oppressive at times because there's not much to do against him. However, it does take practice to master him and some maps are more against him than for him.

    I guess it's another Nurse situation where he's super trash at lower tiers, but Godly when mastered. Those are hard to fix without breaking the balance.

  • @Mister_xD said:

    that just sounds like asking for free kills.

    its already easy enough to down someone with Victor, he really, really does not need to be any more lethal.

    i'd even argue for the opposite.

    I believe OP has a point, but we have to address other issues before we worry about taking Victor Hostage.


    However, let's just pretend in a perfect world they solved the twins and the only thing they have left is to fix Victor Hostage situations.

    Here's how I'd do this:

    • When Victor is attached, the healthy survivor will become injured and be deep wounded.
    • Every so often for as long as Victor remains attached, the survivor will receive a skill check. Failing the skill check will remove a small portion of the deep wound meter.
    • The longer Victor stays on, the skill checks become more difficult and it will be more penalizing to miss a skill check.

    Would this be unique? Yes, this makes Victor extremely dangerous during a chase if he's attached because survivors will have to manage skill checks and avoiding the killer simultaneously. This wouldn't destroy newer players because they will likely remove him before the skill checks get anywhere close to veteran level.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261006#Comment_2261006

    Yeah and that's the issue with swf vs solo. I agree there.

    What i don't agree with is the talking point of killer being way stronger than solo survivor.

    A lot of people don't give up their second chance perks to run the perks like Kindred which will make it less painful.

    I'm all for buffing solo survivor. But if we do that i'd expect buffs for every killer outside of the maybe the top 3 or 4

    [WEAKEST] Solo Survivors > Killers > SWF [STRONGEST]

    Killer is way stronger than solo survivors, but I do agree that some people do exaggerate the problem. With that said, solo survivors can defeat killers, even decent ones. However, the expectancy of this happening are pretty low unless the killer is very inexperienced.

    Yes, I'm all for making killers stronger to compensate for solo survivors catching up to SWF. 😁

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260963#Comment_2260963

    Oh i understand that is the biggest reasons why swf has the advantage over solo.

    But there are info perks. Namely kindred.

    However, that's the problem.

    Perks are being used to fix a design flaw in the game. Solo survivors are forced to use perks if they want to catch up to SWF, which shouldn't be the case. While SWF will have freed perk slots because they don't need to catch up to anything, they have comms to notify their teammates of what's going on from all personal perspectives.

    Meg: "Um, yeah, he's camping me. Just do generators."

    Dwight: "Alright, let's gen-rush."

    Nea & Jake: "On it!"

    Meg: "Hey, since I don't need to use information perks since we can just use comms. Can someone walk close to me so that Comaraderie actives, giving y'all more time to do generators?"

    Nea: "Alright done!"

    Meg: "Nice!"


    This is Kindred without running Kindred. Essentially allowing them to run a different perk that could be helpful.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260859#Comment_2260859

    Yeah you get dumbass survivors. It's gonna happen. We can buff solo all we want but it isn't going to fix low iq plays like that.

    Solo is only considered bad because of people like that and miscommunication. Kindred itself is a huge help.

    Just because you get bad team mates does not make the role itself weak.

    No communication will make even the most skillful survivors look like they are inexperienced.

    You can't purely pin the problem on other teammates. Even with good teammates, they still miss out on communication.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260280#Comment_2260280

    Even if you give ONE thing that's counterplayable. it would kill her power 100%

    You'd have to give her a Major. buff. to compensate what indicator you give survivors.

    Like the footsteps for example. would hurt her and would kill her. would 100% move her down to low A tier,

    The breathing? also Low A tier...

    To be fair, if you can hear her footsteps, you're good as dead at that point because she's right there and can hear your exact location. All she has to do is release M2 and hit you.

    There's not many ideas to make her healthy without accidentally destroying her, this makes it difficult to balance Spirit.

    The first thing that comes to mind is too remove her husk so that she can't perform the cheesy "Stand Still" mind games. She would actually need to use her power to hit you instead of doing nothing. Other than that, I don't know what else to do with her.

  • @Verconissp said:

    ...Spirit is fine.

    She has Counterplay,

    Just gotta see more and more complaints bout spirit..

    What, do we wanna Nerf her hard aswel with Nurse so people can stop complaining?

    Spirit has counterplay, but it's not a healthy amount at all due to how much information she gets. In essence, her counterplay is VERY lackluster.


    What do I mean? Here's what I'm talking about!

    When Spirit phases, she gets more information than the survivor does [Spirit: Scratch Marks, Audible Noises, and Blood Trail (add-on); Survivor: No Information]. Therefore, in most situations, the Spirit will make the better read than the survivor, resulting in a hit. The ONLY time the survivor will make a better read than the Spirit is dependent on pure 50/50 scenario, which is very hard to come across by itself, and by predicting her behavior. However, you're pretty much just getting lucky at that point AND experienced Spirits won't be predictable, so it's really just a pure coin toss. I wouldn't even call that counterplay, but if you want to call it counterplay, it's definitely not healthy counterplay.

    I believe that's why people say she has no counterplay because survivors barely have anything against a Spirit. So little that they minus well say she has no counterplay.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2256018#Comment_2256018

    If the Pig has RSN2 in play, the Survivor in question is going to be at the mercy of Timer/Crate/Sketch anyways unless they luck into a Jigsaw Box coincidentally before the timer starts ticking. Not to mention that at that point, the Pig can just tunnel the Survivor anyways to almost assure death once she opens the Gate herself to force the EGC.

    I really do wish the devs were open to looking at the Pig (every time, the response is always "our records indicate Pig is in a good spot") so they could try ideas like yours to see what works and what doesn't.

    The idea is quite simple: RBTs have Inactive and Active states.

    Inactive State: This is a timed grace period for which survivors have. Once this expires, if a generator WAS completed during the Inactive State, their RBT will move to the Active State. However, if a generator WASN'T completed during the Inactive State, their RBT will remain Inactive until a generator IS completed.

    Active State: This is a timed event in which survivors have to remove the trap before it kills them on the spot.

    If the developers add this, then added RSN2. We could add more lethality add-ons for RBT because all survivors, regardless of the situation they are in, are guaranteed an equal opportunity to remove the RBT. Meaning if they die to one of your lethal RBT add-ons, that's on them for being greedy and not taking the opportunity to remove their trap or the very least, get a head start. There's no more, I got unlucky and died, at most, if you weren't greedy, you'll just waste more time — even with lethality add-ons in play.

    That's the goal of the RBT, waste time and threaten greedy survivors with a high possibility of death.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2254544#Comment_2254544

    Stall later is bad because the Survivors have actually accomplished part of their goal and now lose out less on temporarily being down a Survivor.

    But then they risk you running Tampered Timer, Crate of Gears, or Jigsaw Sketch. If they finish the last generator, just open the gates and any remaining survivors will be put under the pressure of two timers. This will usually result in them dying because the RBT kept them from leaving.

    This is why we need more RBT lethality add-ons, but we can't if it still punishes survivors who weren't greedy and actually tried to remove the trap. That's why I been a strong advocate to adding a passive timer, then adding more lethal RBT add-ons to punish greedy survivors.

  • @Aven_Fallen said:

    Ruleset No. 2 as Basekit would be a bad idea. In most cases (like at least 98% of the time) the first thing Survivors do is to look for Jigsaw-Boxes, which provides Slowdown.

    With Ruleset No. 2 you do not get this Slowdown, they do Gens. Especially when it is midgame, you can have people still pushing out Gens, because they cannot see the Boxes, which might lead to you losing the game.

    In general, the Traps are not her only power and certainly her most boring one. IMO Headpops are not really satisfying, they are just RNG-Kills, nothing which is really earned. The Survivor was just unlucky. Or, you brought super-strong Add Ons like Tampered Timer and either a fifth Box or Crate of Gears. (Tampered Timer needs to go)

    IMO Pig should have more love to her Crouch and Dash. Some Add Ons should be gone (as I said, Tampered Timer, also Exhaustion and Mangled because those just promote a tunneling playstyle)... Others need to be reworked because they are outdated, like Skillcheck-Odds or Skillcheck-Penalty.

    So, more love to Crouch and Dash and a Add On-Rework is all Pig needs IMO. Granted, this comes from someone who player her A LOT.

    If they do generators, then they risk us running Tampered Timer and Crate of Gears / Jigsaw's Sketch which makes RBTs killing machines.

    Survivors with traps who completes the last generator essentially give me free kills because I'll just open the doors and cause the EGC to do the dirty work for me. Had a 0K turn into a 3K because they make this mistake. If I had BW, the game would've been a 0K turn into a 4K.

  • @stikyard said:

    https://forum.deadbydaylight.com/en/discussion/138890/statistics-survivor-item-usage

    Keys even brought to the match 6% and how many survived?

    I forgot about that thread! 😁

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251799#Comment_2251799

    The only creativity is the decision if you leave them behind or unhook them for a shorter timer, which might result in not enough time to make the Gate.

    If it came down to the last seconds in the EGC, then the killer played a solid defense for the majority of the EGC. At that point, I believe the killer deserves a sacrifice since you and your teammates couldn't properly execute a save within the allotted time frame (which is around 2 - 4 minutes).

    On top of that, you took the risk when the EGC was dangerously low. You decided to put pressure on yourself. I can understand making attempts / risks while you have time, but if you couldn't be successful after multiple attempts and time is getting low, it's a sign to move on accept the fact that you weren't meant to save them.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251278#Comment_2251278

    And? EGC (while killersided) was never meant to be a tool to give additional pressure to the Killer. And if they want to have the EGC, they should take some of their precious seconds and open the doors themselves.

    However, it really doesn't give the killer pressure at all because the time survivors have is more than enough. If someone is hooked or whatever the case may be, you'll have ample time to save them. If you couldn't save them, which could be within 2 - 4 minutes — then you were probably not going to save them to begin with. The EGC is just doing you a favor by saving you time and making you go to the next game.

    Besides, I find the EGC to add more strategy during the endgame. If someone gets caught, it makes the other survivors be creative to get their teammates out. The timer alone makes you feel the pressure and know it's now or never. Even through you get a lot of time, it still feels like any mistake can be very costly.

  • At least he will be able to do something with his power unlike Legion who's an M1 killer after everyone mends. Trickster would be able to down you if you can't avoid most of his blades.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2248597#Comment_2248597

    Lol, yes. Say "Pig" times and you'll usually find at least one of us.

    Personally, I just want a few things for her:

    • Passive / active timer to give all survivors a fair chance to remove the RBT, regardless of the situation. [Makes room for more lethal RBT add-ons, more on that later]

    Here's me going in depth with the mechanic:

    Spoiler Spoiler Warning ▲▼

    When a survivor is trapped, they will have a Passive Timer that lasts for one minute. This timer will pause when the survivor is being chased, dying, or hooked — otherwise, the timer will tick down and eventually expire. Once the Passive Timer expires, the RBT will wait to proceed to the Active Timer until it's activated by a generator or automatically proceed to the Active Timer if a generator was completed during the Passive Timer. The Active Timer is two minutes in duration and has the same pause rules as the Passive Timer, but once this timer expires, survivors will be killed on the spot.

    • Add-on pass to make RBT more lethal against survivors who are greedy with the RBT.
    • RBTs automatically become active after the exit gates are powered, but the EGC will slow down to 50% the normal speed [I.E. Dying / Hooked Survivor Speed].
    • Ambushing a survivor who's occupied will automatically be grabbed.
    • Increase ambush speed and duration, then make the roar sound que play after committing to the ambush.
  • @TAG said:

    She can do a lot of things, but she can't do any of it well IMO. Her stealth is slow, her ambush is too easily telegraphed, and her Traps can sometimes just do nothing for you if luck rolls the wrong way (though yes, sometimes they can also be quite an effective stall tool).

    Kinda humorous that we're both always seen on pig threads... We just want our baby to be buffed! XD

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2248476#Comment_2248476

    Nope. Just talking about General similarities and differences between survivor and killer lobbies. Last second Switches are the only survivor sided mechanic here, killer have way more stuff they can do or adjust.

    in the post you quoted I literally said they can adjust their playstyle, not their perks/addons.

    No playstyle against a set of four keys will net you a win, especially if they know what they are doing. You'll only win if they horrendously mess everything up, that's your only hope then.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2247787#Comment_2247787

    You are saying they couldn’t dodge but then describe how they could dodge.. lol

    also they can still adjust their playstyle and make the match just miserable for every surv.

    You expecting killers to swap their perks, add-ons, and offerings within a few seconds? Yeah, um, nope — you're talking about inhuman reaction timing to pull this off.

  • Pretty simple changes: The Hag

    • Walking no longer triggers her traps [Example: You can walk to the hook without worrying about setting off her traps]. An add-on will reverse this change, likely very rare or ultra rare.
    • Increased lunge speed and distance after teleporting to a trap for a short duration [Example: You can teleport and use the attack bonus to catch survivors before they get to safety].
    • Flashlights no longer burn her traps [Example: You can't clear traps around a tile].
    • Triggered traps will have killer instinct on the activator [Example: You can see where the survivor is going based on the killer instinct effect after they trigger a trap].

    Done, she's balanced! 😁

  • @Shooby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2247763#Comment_2247763

    That's my point. Nurse is the hardest killer for new players... But the best players with Nurse stomp... Not good balance.

    How would you go about changing her?

  • @Pepsidot said:

    Very controversial topic so except many different answers. But I wouldn't bother cleansing dull totems unless:

    • You have a perk/build around cleansing totems
    • The game is very clearly in your favour. AKA you have plenty of time with little pressure and no one is on death hook.
    • You really want BP.
    • Your in a 3-4 man SWF that can easily communicate how many totems are left and all contribute.

    People may say to cleanse totems to avoid NOED but most of the time the killer isn't running NOED. If they are, chances are you or another survivor will find it when it activates.

    If it's a close game, NOED should be the least of your concerns. Those gens need to be repaired ASAP - then start worrying about NOED.

    I usually never cleanse totems in solo queue because there's no communication. It does more harm than good and is usually never worth going for them.

    I usually just cleanse what I pass by, but I'll never actively look for totems unless I have a build or have communication between my teammates.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2247115#Comment_2247115

    Huntress, Slinger, and Trickster won't get LOS on you to use their power😁

    You have to be creative.

    The killers you mentioned have ranged damage, they don't need to catch up with the survivor; they only need to get in range. Even with the survivor being 110% — staying out of line of sight is still difficult, especially if you're using mindgames to flush them out.

    I'm not by any means pushing for a 10% movespeed Hope buff, just making the point that 110% killers can still catch survivors if it were to happen. If we were to buff Hope, I would just make the speed boost permanent.

  • Buffing Trickster? Easy.

    Laceration no longer decays, but rather, requires the survivor to mend themselves. Every 2 seconds they mend is equivalent to removing one blade of laceration. Therefore, having almost full laceration would be equivalent to 16 seconds.

    Remove the activation window to use Main Event, it's extremely unnecessary. Allow Trickster to hold onto it exactly like Oni can hold on to his power.

    Add ricochet blades as basekit, they will keep ricocheting until they timeout by a background timer or go out of bounds. Rework the related add-on to cause blades to slightly home in on the survivors [Example: If you miss a blade, as long as you're very close, the homing effect will allow you to not miss].

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2247087#Comment_2247087

    It is though. You can infinite killers that are 4.4, and you can run 4.6 killers for much longer than normal. If you're playing efficiently, you'll notice it.

    However, that's if the killer isn't using their power to gain distance or have a tactical advantage to cut the chase down. 😁

  • Pretty easy: The Twins

    • Replace killer instinct effect from Victor's terror radius with the Oblivious and Hindered (-5% movement speed) status effect.
    • Failed attack cool-down is tremendously reduced (up to 50% reduction) based on the duration of Victor's lunge.
    • When Victor is attached to a healthy survivor, they will automatically become deep wounded and will have to face periodic skill checks. Missing a skill check reduces the deep wound timer. The longer Victor remains attached, skill checks will become more difficult and the penalty of failing one is will be increased.
    • Victor's successful attack cool-down is reduced to 3 seconds.
    • Increased Victor crush cool-down to 10 seconds. Penalty is doubled if crushed while he's in a dormant state.
    • Add-on pass follows accordingly.
  • @humanbeing1704 said:

    Actually one time I played with @NMCKE

    I believe we were on opposite teams when I was playing Nurse. Sucks that we couldn't play because people DC'd against her, but at least I gave you the hatch. 😊

    @Pulsar said:

    Played with @NMCKE who was amazing :)

    I believe I also played against @thesuicidefox

    if you see a mean Killer named PulsarGaming360, say hello <3

    We should definitely play together more often! 😁

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