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NMCKE

NMCKE

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NMCKE
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  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/833376#Comment_833376

    20 meters of distance is a pretty significant headstart during every cooldown period.

    That's if the survivor runs a vertical line away you, but most survivors don't because you can see them and great Nurses will just blink to them.

    First Blink = 20 Meters

    Second Blink = 12 Meters


    Nurse can travel 32 meters with both blinks, and as long as the survivor is within her blink range, they risk getting hit.


    I feel like there should be a toggle option to have a cool-down indicator on the center of your screen so you don't use your blink at 99% cool-down. That's the only problem I face with her right now and it's really inconvenient. ?

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/833361#Comment_833361

    "or even having them in the center won't fix the underlying issues the cooldown mechanic has on her power."

    There's no issues with her power, chases that are extended by 2-5 seconds won't make Nurse terrible, especially when her chases are already fast. ?

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/833346#Comment_833346

    Nurse still has bugs no matter what map you play, and listening to the que sound or even having them in the center won't fix the underlying issues the cooldown mechanic has on her power.

    Having the cool-down displayed in the center can help the player prevent themselves from 99%'ing their cool-down. ?


    For the maps, it's not the Nurse's fault for not being able to blink through certain obstacles β€” the developers just need to make those walls allow blinks! Therefore, it's a map problem, not a killer problem! ?

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/832547#Comment_832547

    As simply and lovely as that sounds; it most definitely does not work like this. If you factor in speedburst perks being even more effective now, and the incredibly easy to juke hits now you have to add much more than 5 seconds to the chase time.

    Ooops, looks like you accidentally started a blink with the cooldown at 99%! Now you have to add more time.

    Ooops, you're blink was bugged/got eaten by the map, better add more time!

    This is an obvious example, but important to keep in mind.

    I listen for the audio que for both blinks to recharge, and blink bug is a map problem, not a Nurse problem. ??


    I would be in favor to have a toggle option to have your current amount of blinks to be displayed at the center of your screen! :)

  • @theArashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/830041#Comment_830041

    How exactly did you count that 5 extra seconds?

    Survivor can now JUST HOLD W and run forward. Nurse won't be able to catch up within 15 seconds because of the long cooldown on her power and survivor just getting fast after getting hit.

    I'm not trying to be rude but: How the hell can she still be fun when she isn't used anymore?

    It's just as saying that doc is fine because he is still fun as long as you don't try to kill anyone with him.

    Add the cool-down to your average chase time. ??

  • Yes, she's still fun β€” the cool-down only prevents you from downing survivors 2-5 seconds faster than normal. Before, I typically downed survivors within 20 seconds, but now, that's around 25 seconds.

    Through, 30% of her add-ons need some buffs in my opinion. ??

  • Spirit has 0 feedback to the survivor, and if you think it's because the survivor doesn't know the counterplay to her, take a look at this video where @ScottJund had a friendly matchup with Zubatlel. As most may know, Zubatlel is a great survivor and killer player so player skill is roughly equal in the matchup! πŸ˜πŸ€—

    Skip to: 13:29

    https://youtu.be/6Lfi9mH05hE


    He also covers Tru3ta1ent's points before 13:29 and explained why they aren't accurate. @ScottJund makes some valid counterpoints on why his points doesn't Spirit.


    Also, keep this discussion friendly because at the end of the day, we all just want what's best for the game, that also includes Tru3ta1ent, @ScottJund, and Zubatlel! They are all great people in my opinion, and it's great to see them engage in a high level discussion! πŸ˜πŸ€—

  • @Acesthetiic said:

    I like this change a lot.

    I actually like the aura reading better and my second part is also good, but keys aren't really used for aura reading a lot so ?‍♂️

  • @HatCreature said:

    Ok near the bottom in changes from PTB, they decided to remove the Blink indicator from the 3 Blink add-on. It wasn't a bug they just felt it was too powerful....for some reason. Not like you'd need a clarification that you'll definitely be going through the window or anything. https://forum.deadbydaylight.com/en/discussion/99318/pc-patch-notes-3-3-1-mid-chapter#latest

    I see, I am mistaken, then that makes 70% of the add-ons underwhelming, but still, not all add-ons need to be OP to be good, through.

  • @Viceus said:

    Seriously ?

    they already nerf instant heal and now keys need to be used for 10 sec ? killer main detected....

    why don't remove all mori's , all instant-down add on, and barbecue & chili ?

    Keys are just one of many things that need balancing: Mori will receive their nerf soon.

    As for the other things you mentioned, insta-downs add-ons are fine since most of them have a heavy requirement (I.E. Tuff Hair needs Myers to stalk a lot, literally).

    BBQ promotes healthy gameplay, it's balanced.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/825863#Comment_825863

    I think you might be underestimating how big an effect addons have on every killer. I main huntress. Playing with no addons, and then brown addons, and then green addons is a world of difference. Going from brown or none to green is a world of difference. You are able to perform MUCH better. I would put no addon huntress, brown addon huntress and green addon huntress all in different tiers. The difference is that great.

    Another example is billy. From no addons to his good addons he is a completely different killer. Even the best billy will be at a huge disadvantage against the best survivors if he does not use addons. That disadvantage disappears if the best addons are used. That suggests to me addons are HUGELY important.

    I, too, have been using only brown addons on my huntress recently until I save up more of her better addons. I've won the majority of my games. But I know that if I get a team of 4 great survivors and I am not using my good huntress addons, I'm in trouble.

    In my opinion this is how it should be. No basekit killer should be on par with the best, optimal survivors. That would mean using the good addons, which give HUGE boosts to a killer's power, would allow for huge victories all the time.

    This is the issue all the nurse mains seem to have. They think they should be able to compete against the best, optimal survivors when they are not playing optimally themselves (only using basekit). No other killer can get away with that (maybe spirit? I don't know), and in my opinion that is how it should be. Every killer (yes, even leatherface) can win the majority of their games in red ranks with weak addons/no addons. But when the level of survivor skill goes up, those addons are, and should be, required.

    I appreciate your dedication to this topic, and so without getting uncivilized!

    The same applies to everyone else, thank you for keeping things smooth! ??

  • @Irisora said:

    It looks like you are talking about another nurse in a parallel world. Almost everything you said is not true. Her addons good? they are trash, worse than before.. most of them just gives you more bloodpoints and with a handicap, why someone would ever use those? its silly.

    They taked out the faster tp travel addons, deleted all range addons and just added one with a huge downside in charge time. Others are Legion alike poop addons like increasing screaming after a hit for 60 sec and nurse calling for 60 sec.. totally worthless addons.

    The reduce fatigue addons don't compensate at all the tp charges, survivors have it very easy to avoid the new nurse by just running. She's more slower than a crippled turtle, you have zero map control and by the time you down someone there are only 2 or 3 gens left.

    In what world are you playing dbd and in what rank ? Because shes trash in rank 1-2. And right know every other killer perform better than her in those ranks.

    Oh and i almost forgot... the lunge has been shortened, either by the changes they made or server issues, making her even more hard to achieve a hit.

    The add-ons you mentioned aren't supposed to be used competitively, but rather for farming Bloodpoints.


    Now this:

    They taked out the faster tp travel addons, deleted all range addons and just added one with a huge downside in charge time. Others are Legion alike poop addons like increasing screaming after a hit for 60 sec and nurse calling for 60 sec.. totally worthless addons.

    I'm referring to exactly this: "...Deleted all range add-ons,"

    20191110_204952.jpg Screenshot_20191110-204928_Chrome.jpg

    Range add-ons still exist, but at a cost of longer charge time. If you can adapt to this, we're back to Omega-Blink Nurse once again. ?


    About the other things you said, some add-ons are pretty useless, but it seems like you're not giving some add-ons enough credit. Have you tried the combos I mentioned in my OP? ?


    Next part:

    The reduce fatigue addons don't compensate at all the tp charges, survivors have it very easy to avoid the new nurse by just running. She's more slower than a crippled turtle, you have zero map control and by the time you down someone there are only 2 or 3 gens left.

    They are okay, but not something I would personally use because I prefer faster recharge or range add-ons.

    Also, 3 generators being completed by the time you down someone is kinda exaggerating the problem in my opinion. Typically, only a generator goes off when I hook someone, and if what you're saying happens to you frequently, try changing things up with your playstyle to prevent survivors from doing that.?


    Next part:

    In what world are you playing dbd and in what rank ? Because shes trash in rank 1-2. And right know every other killer perform better than her in those ranks.

    I typically reach red ranks every season, assuming I have enough time to make it there.

    Also, what you said here: "...Every other killer perform better than her in those ranks," Is not true either because she can ignore the survivors' defenses β€” Leather Face can't do that, Wraith can't do that, Pig can't do that, Myers can't do that, and so on.

    How is she lower than killers who cannot bypass the survivors' defenses?


    Finally, this part:

    Oh and i almost forgot... the lunge has been shortened, either by the changes they made or server issues, making her even more hard to achieve a hit.

    I haven't noticed anything, and I'm pretty sure the developers didn't touch her lunge range to be honest. ?

  • @FootMan2893 said:

    https://forum.deadbydaylight.com/en/discussion/comment/824338#Comment_824338

    So you want a Decisive strike that requires less effort to activate but gives you a full 1:40 worth of protection with no counterplay or skill involved AND instantly sabotages a hook?

    You need to get a protection hit, which isn't easy nowadays. ?

    Protection hits are actually detrimental to your team most of the times, so I think this is fair! ?

  • In One's Hand:

    You feel determined when you're life is challenged.

    After taking a protection hit while the killer is carrying a survivor, this perk activates.

    When you're unhooked, In One's Hand starts a 60/80/100 second timer.

    When you're hooked while the timer is active, the hook breaks and stuns the killer for 5 seconds.

    Perk deactivates after a successful use or when the timer runs out.

  • @Mochan said:

    Is there a different Protection Hit event? I got two of those Protection hits in the first game I tried and didn't get the perk to fill-in. It was the type wehre someone is on the floor and you try to save, but get hit.

    Protection Hit event shows and you get BP, but no MOM Stack.

    I reliably get the stacks when I get hit while the killer is carrying someone else. Same Protection hit event.

    There's a cool-down to how fast you can earn protection hits, sadly. :(

  • @rch614 said:

    https://forum.deadbydaylight.com/en/discussion/comment/824056#Comment_824056

    Much better, though I still don't like it taking 20 seconds to open the hatch. Though I guess it's a fair exchange for the aura reading buffs and Blood Amber nerf. A lot better that Killer doesn't actually get your location, though.

    Personally I'd make it 10s opening max

    I can agree with 10 seconds, but to be sure, we will need a PTB to find a time fair for both sides! :)

  • @rch614 said:

    https://forum.deadbydaylight.com/en/discussion/comment/823989#Comment_823989

    First of all ❀ it's good to have you around!

    But I disagree with buffing keys' aura reading, at least for pink keys. Blood Amber + Prayer Beads are actually incredibly strong and eliminate mindgames. Purple keys could use a duration buff though.

    As for opening the hatch, I think this should stay too but have a 2-5s cast instead of 20s. I'd also make it where only the survivor who used the key gets to escape so it isn't a 4 man outtie.

    Much respect though!

    For the keys aura reading, how's this?


    Broken Key:

    • 10 Seconds > 20 Seconds.
    • Reveals all allies within 16 meters when used.


    Dull Key:

    • 5 Seconds > 30 Seconds
    • Reveals all allies within 24 meters when used.


    Skeleton Key:

    • 30 Seconds > 40 Seconds
    • Reveals all allies within 32 meters when used.


    Blood Amber:

    • Decreases item efficiency by 50%.


    Opening the hatch:

    • HUD blinks the hatch icon, and the killer gets a audible noise notification. The killer DOES NOT see where you're opening the hatch at β€” they must memorize the hatch's location to stop you.
    • Takes the survivor 20 seconds to open the Hatch.


    Is this better? :)

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/823990#Comment_823990

    I'm not arguing whether it's fair or not, but if all 4 survivors are still alive, they have all gens done and they all jump out the hatch you probably played poorly anyway.

    and also, aren't all killers weak? There's no way you could possibly snowball with all gens done, we all know once gens are done game = over. At least that's what the forum would lead yo to believe.

    I just don't like keys when they are used before the survivor completes their first objective. ?


    Otherwise, I'm fine with them using a key to escape through the hatch.

  • Keys have two functions:

    1. Aura Reading
    2. Opening Black Locks (The Hatch)


    Key's aura reading reading needs a huge buff in my opinion because it's rarely used.

    • All keys should have Gold Token built into their base.
    • All keys should have a higher duration.


    Key's opening the Hatch needs to be removed because skipping your primary objective is a no-go.

    • Keys can open the hatch, but it takes the survivor 20 seconds to do so.
    • Killer is notified when a survivor tries to open the hatch.
    • Key is used up if the survivor fails or succeeds (unless they have a milk-stone add-on).
  • @Auron471 said:

    Add bear traps are replaced with landmines. if they trigger, they instantly kill all survivors within 8m.

    Landmines do not respawn after use.

    This combined with Iridescent Stone would be ?

  • Whenever trapper steps in one of his traps, he enters the dying state.

    Survivors can pick the trapper up and sacrifice him! :P

  • Well, for starters, remember the formula to spawn the hatch in:

    If there are more generators completed than the amount of survivors remaining, the hatch will spawn in.


    Therefore, you don't have to worry about the hatch until that statement above is true, but it's great practice to eliminate survivors who have keys before the hatch spawns in. πŸ€—πŸ˜

  • I think the game has a memory leak, which means you need to restart that game after a few games to fix your FPS! πŸ˜πŸ€—

    It works for me currently!

  • @TheALIEN said:

    https://forum.deadbydaylight.com/en/discussion/comment/823255#Comment_823255

    Goes off every time it’s with my dumb aft behind the wheeelz ?

    Detective's Hunch is really good at stopping NOED because you see how many totems are left and their locations 5 times.

    It also encourages you to power through Ruin since it reveals totems when you complete a generator! ??

  • NOED doesn't go off.

    My profile picture explains why :3

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/822682#Comment_822682

    https://forum.deadbydaylight.com/en/discussion/comment/822684#Comment_822684

    In addition, there's no way to determine whether it was player skill or just the spirit that determined the outcome of a match.

    Finding a survivor that has equal skill in survivor as SJ has in killer is a difficult task by itself.

    I'm a rank 1 survivor and killer β€” through I haven't been playing a lot recently so I'm not this season.

    I also play Spirit sometimes when I wanna relax! ??

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/820898#Comment_820898

    Sorry I can't help myself here.

    Explain why it is important to know exactly when she is or is not using her power?

    Because the smart thing to do is to play as if she is both standing still AND using her power. If you are trying to figure which she is doing you already lost. But if you assume she is doing both simultaneously then you can pick the counter options which beat both (or at least mitigate the advantages of both) and therefore you will win the chase more often.

    I'm starting to think this is the core issue people have with Spirit. They look at it as an either/or scenario instead of a both/and scenario. This is why so many survivors end up doing the very very VERY stupid move of slow vaulting the pallet into her face. If you don't do that, instead walk away from the husk until you break LOS then start running, you pretty much avoid any option she has where she was indeed standing there. And if she was you now force her to phase walk (or better follow you normally) which, due to the lack of initial scratch marks, makes you harder to track. You will gain distance on her and make it to a safer position. And if she was phase walking to begin with, and you walked away there is a good chance she will waste at least some time trying to track you by the loop, and by the time she picks up your scent again you have enough distance where she can't reach you with the rest of phase walk.

    And yes there will be some spots in the game where you don't have any good options so you have to just take a risk, but I don't see how this is different from facing other killers where you are in a bad position. So please don't come back at me with some super specific scenario where the killer obviously has the advantage because that's not specific to Spirit.

    I read your comment and something proves my point β€” the survivor forced to assume both because the Spirit offers no feedback to the survivor. The survivor can't rule out either of her options because they just don't know, while the Spirit knows everything; that's a guessing game, not a mind game. You can't out-predict your opponent when they have more tools to pinpoint you.

    Therefore, the only counter play is to assume the Spirit is doing both. However, if she was faking it, she would just watch you walk out of LoS then phase or walk to where she thinks you're at. She will see the scratch marks (in your scenario, you said: Walk out of LoS and run) and that's it basically, you're not losing her unless you have a pallet or a vault.


    Me and @GrootDude was thinking about giving Spirit the undetectable status effect for a nerf (and will give the survivor more feedback for counter). ?

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/821623#Comment_821623

    Spirit leaving blue scratch marks is a bad idea. It gives survivors too much information.

    A better way to balance spirit would be: to remove collusion when she's phasing, either show survivors her hands when she switches to phasing or have her hair raise up to show she's phasing, and change prayer beads to iridescent rank or remove it.

    Scratch marks are delayed, remember? It just helps the survivor know if she's phasing, and a hint to where she's at.

    Spirit could also use her own scratch marks to go back. :)

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/821614#Comment_821614

    true but In my opinion EGC should just activate when all gens are finished instead of opening the exit gate

    I suggested the EGC starts when the last generator is completed, but it moves at 50% the speed until an Exit Gate is opened.

    The meter will appear white, indicating an Exit Gate hasn't been opened yet.

  • I seen your video, and suggested it to you on YouTube and on the forums.

    What if Spirit left blue scratch marks behind her while she phases? To compensate, they could decrease her cool-down or increase her phase movement speed. ??

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/819201#Comment_819201

    I made a video too. It's an interesting situation to a person such as myself who predicts rather than reacts.

    https://youtu.be/_cmjR53TZ7g

    Everything you mentioned on the video I already do, and at first, I also thought Spirit was fine because you can predict her.

    However, that doesn't work against the best Spirits, you can't out-predict her when she has better tools to make better predictions than you.


    Here's what survivors have:

    • Spirit's previous behavior
    • Phase cool-down
    • Foot steps
    • (Outside TR) Phase warning


    Here's what Spirit has:

    • Faking
    • Scratch marks
    • Blood trails
    • Grunts of pain
    • Grass movement
    • Regular breathing
    • Foot steps


    Like I said, she has a lot more tools to make better predictions than the survivor does. Don't get me wrong, I love strong killers a lot, but in my opinion, they should have fair counterplay.

    Survivors need an equal amount of tools to predict the Spirit for me to consider her fair for both sides.

    Also, good Spirits change up their gameplay as the game plays out so the survivor can't use her previous behaviors to make an accurate prediction.

    Therefore, the survivors actually have:

    • Spirit's previous behavior
    • Phase cool-down
    • Foot steps
    • (Outside TR) Phase warning


    I'm willing to discuss this with you since I know you make very great point, and can do that in a civilized manner! ??

  • @bubbascal said:

    https://forum.deadbydaylight.com/en/discussion/comment/819158#Comment_819158

    Iron Will counters every Killer. Most high rank Killers use headphones and listen for your pained cries if they lose you. Iron Will also counters Nurse as well. Quick and Quiet is also good VS a phasing Spirit as well. Lets you confuse Spirits very easily and quickly and win chases.

    Even great Spirits also suffer from their biggest weakness: Collision. They are not Nurse, they cannot go through things. Vaults, pallets, objects... they must respect these. Great Spirits cannot truly ignore loops, they have to path to the Survivor and then hit them.

    When a Survivor is at a loop, they can position themselves at weird and unpredictable spots to make it impossible to even run into them. Like just outside a loop, etc...

    Being injured does not mean you will get hit by phase too. Great Spirits must respect vaults and pallets. Sometimes vaulting something multiple times can confuse a Spirit. Same for pausing before making another vault. You just have to get into the Spirit's mind. Many Spirits suffer from predictable attempts at reads and can be read accordingly.

    But no, you'd rather just throw your hands in the air and beg for nerfs that would, without fail, make Spirit Legion tier. Blue scratch marks? Yeah, no, you just want safe, consistent methods of dealing with a Killer so you can easily loop them for 5 gens and then teabag at the gates and think you're good. That's the goal, that's ALWAYS the goal.

    "Spirit's phasing? Well, I'll just do this one simple thing and I can't get hit! Duh huh, I'm so smart, doing this one braindead thing over and over that, unironically, can't be mindgamed by the Spirit!"

    I've listened to the complaints. All of them are stupid and boil down to "We don't want to think! We want things to be easy!". You're entitled.

    You're also against running Iron Will because you want to run meta perks. And ONLY meta perks. You want to have Adrenaline every game, you want to bring Dead Hard every game, etc... you don't want to switch perks.

    It's that simple.

    Okay, I'll discuss this with you: Please keep this civilized when you respond.


    Iron Will counters every Killer. Most high rank Killers use headphones and listen for your pained cries if they lose you. Iron Will also counters Nurse as well. Quick and Quiet is also good VS a phasing Spirit as well. Lets you confuse Spirits very easily and quickly and win chases.

    I actually use Iron Will for a stealth build, and it works very well for losing killers. Recently, I been using Second Wind which also acts like an Iron Will and Decisive Strike hybrid because it prevents grunts of pain and can heal you as you're getting tunneled.

    Quick and Quiet is not worth a perk slot for me personally, it's just not my taste and I'm definitely not going to use two perks to counter a killer that I might not always get.


    Even great Spirits also suffer from their biggest weakness: Collision. They are not Nurse, they cannot go through things. Vaults, pallets, objects... they must respect these. Great Spirits cannot truly ignore loops, they have to path to the Survivor and then hit them.

    Collision is Spirit's strongest area because she can use that to detect where the survivor is at. I also have to disagree with, "Great Spirits cannot truly ignore loops," because well, it's obvious, you can just go around the loop or fake it. That practically makes the loop irreverent because the survivor will end up taking a hit because they have no feedback from the Spirit player.


    When a Survivor is at a loop, they can position themselves at weird and unpredictable spots to make it impossible to even run into them. Like just outside a loop, etc...

    What if I fake my phasing, see the survivor go to their spot, then phase to their spot? Every Spirit does that so they can see what the survivor is trying to do, then plan ahead for a hit while the survivor has no idea what the Spirit is doing.


    Being injured does not mean you will get hit by phase too. Great Spirits must respect vaults and pallets. Sometimes vaulting something multiple times can confuse a Spirit. Same for pausing before making another vault. You just have to get into the Spirit's mind. Many Spirits suffer from predictable attempts at reads and can be read accordingly.

    Being injured is like feeding raw meat to a pack of hungry wolfs, great Spirits love injured survivor because they have scratch marks and audible cues. If you are going to vault the same window repeatedly, you're kinda shooting yourself in the foot because you're keeping yourself in a vulnerable state. Killers can hit you through windows β€” especially when you can't reliably get fast vaults when vaulting back through the same window.


    But no, you'd rather just throw your hands in the air and beg for nerfs that would, without fail, make Spirit Legion tier. Blue scratch marks? Yeah, no, you just wantΒ safe, consistentΒ methods of dealing with a Killer so you can easily loop them for 5 gens and then teabag at the gates and think you're good. That's the goal, that's ALWAYS the goal.

    Actually, I suggested a nerf and a buff, here's the quote if you don't believe me: More counterplay against the Spirit, but she can use her power more. This won't make her a Legion at all, and legion isn't as bad as the majority of the community make them out to be.

    @NMCKE said:

    Spirit doesn't have a lot of counter play that doesn't involve using a perk. It's basically a guessing game that she controls, and sure, if the Spirit is predictable, you can make some solid guesses and avoid getting hit. However, when are great Spirits ever predictable?

    Also, using a perk to counter a general problem is fine, but using a perk to counter something that rarely shows up is not fine.

    She needs to leave blue scratch marks behind her while phasing and to compensate, lower her phase cool-down to 10 seconds. ??

    Also, I just want a fair game where the killer outplayed me with mind games, not because I failed at guessing correctly.

    To be clear, mind game =/= guessing game.


    "Spirit's phasing? Well, I'll just do this one simple thing and I can't get hit! Duh huh, I'm so smart, doing this one braindead thing over and over that, unironically, can't be mindgamed by the Spirit!"

    I actually do a lot of things when getting chased by a Spirit, but that doesn't matter most of the times because you can't always guess correctly, especially when she knows what you're doing and you don't know what she's doing.


    I've listened to the complaints. All of them are stupid and boil down to "We don't want to think! We want things to be easy!". You're entitled.

    I am entitled to my opinion, and from seeing things for both perspectives, I can say Spirit needs more counterplay that's fair for both sides.


    You're also against running Iron Will because you want to run meta perks. And ONLY meta perks. You want to have Adrenaline every game, you want to bring Dead Hard every game, etc... you don't want to switch perks.

    It's that simple.

    I already addressed this above, I use different perks and Dead Hard is actually a great counter to Spirit, which is why it's used so often. It can also extend chases or correct survivor mistakes, there's a reason why it's in a lot of survivor builds.

    I don't like Adrenaline because being down a perk is just not my taste either.


    Edit: Enlish is hrd.

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/819201#Comment_819201

    You do get the phasing sound, her shards glow slightly, she snaps back into her default position, her hair snaps straight up. I've seen that video and it does not have enought info on the Spirit's counters. Runnning Spine Chill can make it so that she never finds you or that she can't mess with you with that fake phasing. Iron will makes her unable to hear you. Fast vault windows and slow vault them back, scratchmark jukes... the list goes on. Git gud

    I was going to discuss this further with you, but since you felt like you needed to end your comment with "Git Gud", I'm just going to end the discussion right there.

  • Left Behind: (Rework)

    You're determination to escape when all odds are against gives you internal strength.

    When looking in the direction of an opened hatch within a 90Β° cone, receive a noise notification.

    Noise notification has a cool-down of 10 seconds.

    When the hatch is closed by this killer, each generator that was completed before the collapse was initiated gives you a 20%/30%/40% exit gate opening speed.


    Dying Light: (Buff)

    Your obsession and all survivors within 8 meters to the obsession are immune to Dying Light effects.

    Each time you hook a survivor, receive a token up to a maximum of 6/9/12 tokens.

    Each token gives a stackable 5% penalty towards all actions.

    If the obsession is killed, this perk deactivates.

    Killer can only be obsessed with one survivor at a time.

  • @PatBrutal said:

    Hello, is it possible to have a video that show the performance issue and also which platform (I guess PC and PS4 from what I see and what about Xbox ?)

    We are going to bring that up to our morning live sync.

    Thanks!

    If I remember correctly, someone told me the last update had a memory leak (according to what @NoShinyPony told me and correct if I'm wrong Shiny). ?

  • It's not funny at all, period. ?

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/819158#Comment_819158

    Soo, make her Phase unusable? Why should she have scratch marks? That's dumb. Her phase should have like a 1 or 2 sec delay before it starts recovering, that all

    The survivor gets no feedback from the Spirit, so how does a survivor counter play something they have no feedback on?

    Nurse, when she is preparing for a blink, the survivor sees her raise her arm. This tells the survivor she's about to blink, how long she is charging her blink, and when the nurse blinks, they see her travel to her blink location. All of this allows the survivor to plan ahead and try to out smart the Nurse.

    Spirit, she doesn't have feedback besides standing still, but even then, she could be faking it.

    https://youtu.be/sZyG29POXJw


  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/819179#Comment_819179

    I did nothing to provoke them until he threaten to bash my head in. That was after.

    Still through, you shouldn't provoke them regardless of what they do β€” provoking in any way doesn't make the situation better.

    All you achieved by provoking them was making him more upset, that's it!


    I'm not upset at you, so don't think I'm bashing you or anything because we all make mistakes, including me, but learning from those mistakes is what really matters in the long run! ??

  • @Mc_Harty said:

    Right so i've submitted a ticket to BHVR now. Can a mod lock this thread? I don't need it up anymore.

    I will PM a moderator to lock this thread for you. ??

  • Just report them and move on β€” that's all you can do.

    Also, for future reference, provoking an argument is the last thing you should be doing in that situation. While I despise death threats and they should be severely punished, you can't expect positive results by adding more fuel to a forest fire β€” you're just making the forest fire more aggressive.


    Don't fight fire with fire; be the better person and make the better decision. ??

  • Spirit doesn't have a lot of counter play that doesn't involve using a perk. It's basically a guessing game that she controls, and sure, if the Spirit is predictable, you can make some solid guesses and avoid getting hit. However, when are great Spirits ever predictable?

    Also, using a perk to counter a general problem is fine, but using a perk to counter something that rarely shows up is not fine.


    She needs to leave blue scratch marks behind her while phasing and to compensate, lower her phase cool-down to 10 seconds. πŸ˜πŸ€—

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/817866#Comment_817866

    My point was - why add the healing benefit when those 2 things were already covered by previous version.

    Stridor can't counter your 50% benefit and the killer isn't told immediately, "This guy has No Mither, don't slug him!". This healing benefit makes sure you're not going to make any noise and leave any tracks behind you.


    The second reason why I made you heal to healthy is because you get a decent benefit at a cost. This answers you and @White_Owl's question about Dead Hard not working. While healthy, you're supposed to be very vulnerable, but if you can manage everything, you can make a lot of use from your action bonus.


    Edit: Against killers who don't basic attack you, they are extremely weak because non-basic attacks aren't affected by Exposed. ?

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/817349#Comment_817349

    But why not just keep the "free" iron will and no blood trail. The things the perk already has?

    Making it 100% while getting the healing benefit is pointless because when you're healthy β€” that's your Iron Will and Stridor can't make you grunt louder while healthy. ??

  • @White_Owl said:

    I like this suggestion. Not a huge fan of the passive healing though since it wouldn't be really useful (since you can already get oneshotted) and could make Dead Hard less useful.

    The healing acts like an Iron Will and Hides your blood trail if you're curious! ?

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/817055#Comment_817055

    Really it takes away every combination and synergy the perk has and JUST reduces it to a negative. As the killer you notice if someone goes down from healthy when they shouldn't and then you have all the same issues.

    Actually, you get a 25% buff (not including repair speed) unlike the previous buffs where you had to use 2 other perks to make being injured a benefit. Now, you freed up 2 perk slots for something else! ??


    While that is true about the killer noticing a healthy survivor go down when they shouldn't, there are ways to hide your exposed status. Check the OP thread for examples on how to trick the killer into thinking you don't have No Mither. ?

  • The 50,000 BP challenge.

    It wouldn't be much of a problem if it actually wasn't bugged for me. πŸ˜•


    Then there was the sacrifice 5 survivors, and apparently, EGC doesn't count as a "sacrifice". I had a 3K with the EGC and it made me so upset to see that not count. 🀬


    Then there were crows, I had to blink around the edges of the map. There was this one group of crows that would always give me 2 points, so I would blink back to them every now and then! 😁

  • @NuclearBurrito said:

    Searing scars

    Injured Survivors are oblivious while repairing generators. Gain 50%/75%/100% more blood points when grabbing Survivors.

    Simple and effective. Oblivious is telegraphed and it doesn't linger so you can just hop off the gen occasionally to check for the TR. However by doing this you slowdown your repair speed so the Killer is benefiting anyways. (The alternative could be OP)

    Has synergy with Legion via DW interactions but still probably won't get them downed.

    I feel like this perk would be a great replacement for Mind Breaker. ??

  • The EGC is kinda survivor and killer favored because there are cases where the killer is left to patrol exits across from each other while the survivor has to deal with both gates on the same wall.


    If the developers would want to fix the EGC:

    1. Both Exit Gates need to be spaced out by 60 to 100 meters (This is an average of 17 seconds for the killer to travel one exit gate to another). This is scaled based on the killer's mobility.
    2. Add LoS blockers on the Exit Gate switches to prevent killers from standing in one spot with both gates in LoS.
  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/814003#Comment_814003

    The killer's ping also plays a role. You can have 30 ping to the server but if the killer has 180 ping they are seeing the survivor's position 90 ms ago from the server's PoV. Since killers have authority over hits, a hit on the killer's screen can be viewed as being hit through pallets on the survivor's.

    That's not how things work because it's not based on the killer anymore, it's based on the server now.

    For example, survivor A vaults with 40ms (PING), and the killer A lunges for a hit with 100ms (PING). Let's assume this is a close call where connection matters.

    This is what happens on a timeline:

    Let's assume it takes 200ms for a survivor to vault and 0ms for the killer to lunge for a hit, bare with me for a second.

    At 0ms: Survivor A presses a button to vault a window.

    At 40ms: Survivor A input reaches the server and begins to vault the window.

    At 150ms: Killer A presses a button to lunge for a hit.

    At 240ms: Survivor A completes the vault and is now safe from the killer.

    At 250ms: Killer A input reaches the server and lunges for a hit, but since survivor A completed the vault, killer A whiffs 0ms later.

    If you look at the timeline above, the survivor took priority β€” not the killer. Now, if the killer had better connection, he would've gotten the hit. Seems like Dedicated Servers are working as intended because it's now based on your internet rather than a player host.

    Now, I could be wrong, but this is how I was told Dedicated Servers would be like. ?

  • @ManWithNoName said:

    https://forum.deadbydaylight.com/en/discussion/comment/813989#Comment_813989

    Seems to be a bit of double speak here now compared to what has been said before. Not only that but why would you wait until much later to send a ban wave? It seems like a rather ill-conceived idea.

    If you do something wrong, you need to be punished immediately for it to have any effect. Countless social and criminology studies have shown this. It's why the death penalty has no deterrent effect because its effect is felt 20-30 years later. If you just wait and wait and have some random ban wave based on whatever arbitrary numbers you came up with, you accomplish nothing other than reducing your player base and own potential profits which would be ironic and frankly quite amusing.

    If you do something for it to have any deterrent effect there needs to be swift and certain justice. Ex. you DC, you get a 2 minute time out or lose 5,000 blood points or shard etc etc. But DC'ing and then a month or two later being banned, that will accomplish nothing and people that get caught in a ban wave like that would likely not care and just move on to some other game rather than waiting for a temp ban to wear off.

    The current system is based on how many % games you DC in. Having the system automatic will allow players to predict when they will be banned and thus, know where the DC threshold is at.

    For example, here's a list of players who got banned according to their DC ratio:

    Player A: 5 DCs in 25 games

    Player B: 10 DCs in 50 games

    Player C: 2 DCs in 10 games

    Player D: 20 DCs in 100 games


    If every player were to gather their results, they got banned right when their DCs % reached 20%. Therefore, those players will now know to DC as much as they want as long as they don't hit 20% or more.

    That's why the developers don't have the system automatic. ?

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