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OmegaXII

OmegaXII

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OmegaXII
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  • @Mr_K said:

    Spirit got the Freddy rework Dev. I was expecting a way for survivors to track her phase walking.

    Agree, one of the few times devs got it right

    Let's hope they revisit the nurse.. counter her by running in straight line is unacceptable

  • Probably hag.. a lot of people feels that she promotes camping..

    Personally i'm fine with current hag, because if you get down near the basement, it's either bad play or bad luck..

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/835644#Comment_835644

    I agree with you. But you seem to be replying to someone saying she has or doesnt need tells...

    The shards don't glow. People looked at the game code, it's not there.

    I'm not sure about that, because many people says she has slight indication.

  • Actually, the barely noticeable thing about her phase has mindgame potential. Let me explain..

    Spirit doesn't know if you can recognize those changes (like glowing shards etc.). So every time you notice this, you can do the counterplay to her, and she doesn't know you know she is phasing. So she need to decide whether you know or you don't know when she is phasing. Because if she decide wrongly, she will mindgame herself and give you free escape

    If you give a big telltale about her phasing, she can phase but not moving at all to trick you because she knows you know she is phasing. If she is good, she can predict your movement too because the indication.

    So i think no indication is better for mindgame

  • @LordRegal said:

    I swear there’s two balance teams.

    one team did Freddy and now Spirit.

    the other team did Legion and Nurse.

    Sure feels like it anyway...

    Lol maybe.. only devs themselves know :)

  • @Science_Guy said:

    I agree, they simply fixed what was unfair BS without gutting her in the process. Just about 10/10.

    Yeah they certainly did a great job on this one

    Now i'm hyped for doc's change

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/835553#Comment_835553

    Not nurses... this thread

    https://forum.deadbydaylight.com/en/discussion/comment/835575#Comment_835575

    If you don't compare it to something, how would you know it's a "hard" nerf?

    https://forum.deadbydaylight.com/en/discussion/comment/835580#Comment_835580

    Absolutely, nothing should be added or removed withouy ptb feedback

    Oh, then sorry I misunderstood your posts

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/835545#Comment_835545

    No I meant before they released the patch notes , spirit mains on the forums were threatening to not play anymore if she was nerfed lol.

    That's because what happened to nurse. Everyone, included me, afraid devs would kill her. You know.. bad past experience can harm a person badly

  • too bad only 3 killer cosmetics are given... not that I complain though

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/835532#Comment_835532

    Tbf, I wanna know why this wasn't a thing, not asking to implement it alongside eveything else.

    Because devs ran out of idea about nurse's add-ons in the first place, and they added the cooldown just to make add-ons

    At least this is what I believe

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/104096/spirit-changes-are-fair

    lol and here all the spirit mains thought she was gonna get butchered xD

    Then I need to disagree with them lol. How are these changes gonna butcher her?

    Btw I play without add-ons, so any changes to add-ons does not affect me

  • Let's see how she performs first before taking further nerfs like nurse, or do you want another nurse?

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/835245#Comment_835245

    A surivior can't run endlessly in a straight line.

    The fact the survivors can waste so much time of killer by just running in straight line is not acceptable

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/comment/833903#Comment_833903

    How many times would you be in that position in which a surivior is so far away to the point where you can't catch them (like pretty much all killers)? Not only that, but your terror radius most likely wouldn't be that large for the surivior to predict and already be able to create such a far distance.

    Moreover, is that really a big deal? A killer that pretty much has no other counter than just juking, doesn't sound like a big deal to me. Not to mention how many times would you play a game without add ons (not even brown).

    So running in straight line can counter a killer is not a big deal? How much skill do you need to hold shift and w?

  • Why don't make it 4% chance? Just an idea

  • @AGuyNamedKane said:

    People like to stick with their system. They don't like having to change it based on the killer they're playing.

    Agree. That's why i like versing nurse or spirit than other killers because they changes things up from mindless looping to skill competition

  • @xZeroStrike said:

    https://forum.deadbydaylight.com/en/discussion/comment/834593#Comment_834593

    Don't really like the term "god" Nurse, rather just "good" Nurse. Because it only takes a good Nurse to win. Those god Nurses will just win before you even realised wth just put your butt on fire.

    I know they can't touch SWFs, and buffing solos to SWF levels is an option and I guess you could balance killers around that, but the core gameplay still remains shallow. The many fall or rise with the one. If one solo member messes up, then the other 3 will fall with them. Those "tryhard SWFs" are those groups that consist of 4 players with a high skill level, the likes of which it would be rare to encounter with 4 solos, information or no information. 4 incredibly skilled solo players will still likely do super well but that's because they have that skill level. The communication a SWF has is just another advantage on top of that already high skill that they posses.

    I think this is what a lot of people fail to understand. Having communication helps, but if the survivors don't have the skill to back it up, it won't matter. I see people bring up "OoO survivor sharing intel" often, but that person is likely so good at looping he puts half the playerbase to shame.

    Giving solos built in communication or ways to share information will undoubtedly make solos better and you can buff killers accordingly, but those 4 man SWFs that give killers nightmares will still make you consider wether you're actually good or not. And if you buff killers, somehow, to take care of those SWFs, then every solo or not-so-good SWF will ask themselves why they still play the game as every killer now wipes their faces in the dirt.

    "Buff solo to SWF" levels isn't the holy grail of salvation in terms of balance that a lot of people seem to make it out to be. Hence why there are still a lot of SWFs who get wiped out right now also. They can talk, too, but their individual skill levels don't back it up to really justify buffing killers to "SWF" levels.

    I don't suggest to buff killers to a point where they could destroy the whole team easily. I suggest to buff them to be able to compete with them.. with skill

    The problem with OoO is not because you cannot down the user, but when you're chasing them, other 3 survivors are gonna do gens with ultimate efficiency. By the time you down the users (let it be 40 - 50 sec), 3 gen are almost done. This can only be done through extra communication

    And you would be surprised of how many bad survivors that rank up and win the match they are not supposed to because of external communication

    If they really buff solo to SWF level, then random queues with 4 good survivors will perform as if they are in communication. So it can improve solo experience too

  • Nothing is cool if that power is lethal

    So my idea of cool killer power is when you use it, you become survivors and survives with 3 other survivors. Sadly they removed that "power" in killer lobby

    :)

  • @Dehitay said:

    The problem with the kill rates that the devs release is that they count disconnects as kills and the kill from games with rage quits in them also put survivors at a massive disadvantage. If they ignored games with disconnects (which is a very significant amount that clearly skews data), then kill rate would be a lot lower.

    They said they could exclude matches that has dc

    But i'm not sure the statistic they use and released includes it or not

  • After i watched the video, i know running straight line is a counter to nurse now, but seeing it first hand..

    Devs really need to watch that

  • @xZeroStrike said:

    Game balance is actually in a fairly decent spot to keep the game fun for both sides, across all ranks.

    Don't come to me with the "but SWF" argument. I've heard that countless times and those absolute tryhard SWFs are so rare I've only encountered a handful of them (or maybe two handfuls) throughout almost 2 years of playing. I've played during the pallet vacuum era and that was a nightmare for killers, yes.

    This? This is fine. The game's in a spot where they can't change much because changing anything will hugely tip the scale of balance in an unwanted position.

    (You can tell because almost every time someone comes up with a "buff" for a killer it's either not useful at all, or it'd boost the killer to levels where yes they could kill more but it'd become infuriating to verse them. Example I once saw was that Trapper should have Bloody Coil's injuring effect should be basekit. OP? Maybe, maybe not, but it would make Trapper games very boring / annoying.)

    This is because the game is fundamentally quite shallow. If they make every killer able to kill within 30 seconds, then only the well coordinated teams of survivors that genrush will have a chance. Same thing if they increase the time it takes to do gens or they add new objectives with nothing more.

    If they buff survivors in any way, then it becomes bad for killers again. At this point, the game is at its most balanced state it has ever been, and probably will ever be, because the core gameplay doesn't have much depth to it.

    What DbD could really use is a "DbD 2.0", that basically adds tons more depth to the core gameplay. New mechanics for survivors to approach stealth and chases along with new and additional objectives. New ways for killers to approach chases or to possibly change the way they play during the games itsself. Improved map design and new, exciting game mechanics that can completely spin around the way a game's going.

    With more depth, things could be changed more freely without immediately affecting everything else along with it.

    God nurse are also rare, but devs decide to balance nurse around them

    I know you cannot nerf SWF without harming solos, so i keep suggesting that devs should buff solos to SWF level, and buff all the killers

    Otherwise, those tryhard SWF are gonna dominate the game forever, because you balance killers around solo level which makes them not strong enough to face them

  • @BloodyNights said:

    From what I read from the devs they do not just take all of the killers kill rates from all ranks. They said it them selves that Nurse was the absolute worst killer and underperformed drastically at mid to high ranks especially on ps4, yet when she gets to low ranks she over performs. Which is why she was changed.

    I hear people mentioning how stupid it is to base balance around getting 2 kills per match on average. Which translate to a draw of course. If you do well you'll get more kills and just 1 more over 2 should deffinantely be considered a win for killer. You can bring up nonsense excuses as to why a killer is getting these at least two kills on average. But it's the average! It happens pretty much all the time. So those excuses don't make much sense.

    So if you don't want to balance it around 2k's on average. What do you want it based on? 3k average is pretty much always winning with a killer. So if we bring it up anymore that's ridiculous. And we need a different measure for balancing if kills don't work. Any suggestions?

    Before bringing up the emblem system, it's a mess but it has nothing to do with balance, so I wouldn't bring that up honestly, but feel free to complain about it, me getting a 4k with Infinite memestone myers shouldn't de-pip xD

    You can get 4 kills if all survivors decide to suicide on hook for whatever reason, so kills really cannot be used for balance.

    If so, then as survivors, i can just suicide on hook the moment i face a particular killer, and the devs will get the message that killer is overperformed

    Or, if i'm killer, i can just afk, let the survivors escape with bp, and send the incorrect information about what killer is underperformed (but it is not effective as survivors one lol)

    Sometimes killer 4k not because that killer is fine, but survivors that throw the game

    Sometimes if killer camps, kill 1 with 5 gens and kill 1 with noed, it is not balance, and does not show those killers are fine

    There are so many things that can influence the kill besides of killer's own viability

  • So i guess it's time to play without headphones! Sound is always bugged every update anyway, and you don't have to deal with those chase music

  • When i watches some recent gameplay versing spirit on youtube, i can hear her phasing sound, but i'm not sure

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/834104#Comment_834104

    That awkward moment when someone types up a complete argument and you cant come up with a counter. At least read the statement before replying, as they actually talked about playing against Huntress just fine.

    The moment i read "pallets are suppose to be area of safety", i'm done. Why do you think people ask devs to remove these safe mindless pallets and loops?

    Pallets are suppose to give you a chance to slowdown killers and waste killer's time, not guarantee you the safety against them

    And from the way he writes, he actually asks nurse and spirit nerf to a point where you can loop them like other killers. Or he is asking for every pallet to be like killer shack one when there is no mindgame at all when the pallet is thrown down

  • @anarchy753 said:

    Because pallets are SUPPOSED to be the area of safety for the survivors. The only items that provide any safety in a chase are pallets and windows.

    Nurse is the worst offender because there's no value in a pallet. You drop it or you don't either way she can blink and hit you, all dropping it does is slow you down. Worst is that even if you time your drop excellently and stun her mid blink, she just ignores that completely and gets a free hit.

    Spirit presents a similar issue, because unlike every other killer you can't use any information to decide what the right move is once a pallet is down. Any time that should be bought is gone because the only correct answer is always drop it and run straight away. It's a huge boost in chases for a killer that is already highly mobile and strong in chases to never NEED to break most pallets.

    Huntress is much more easily adapted to, as she is slow moving and has no way to get closer in a chase except running, so dropping a pallet earlier still allows you to break line of sight and use the pallet as a point of strength.

    People have this massive hardon for saying "JuSt AdApT." If you went against ANY killer, even without their powers, and pallets just didn't exist, the game would be insanely difficult. It isn't as simple as "just playing better," Spirit's power especially forces you to run in areas where there is nothing of safety because you're at a pallet and she MIGHT be phasing, you have nowhere to go but away. You can pull all of the BS you want about backtracking or walking or whatever, but it's impossible to play all game without moving grass. Perks allow her to hear you breathe incredibly easily, laughably so when injured, and worst, collision means no matter how well you play she can bump into you at any time for a free hit. You CAN mindgame and outplay someone who hasn't played her much or isn't very good at the game, you cannot reasonably outplay someone who knows how to use the ample information they're handed on a platter.

    Then you deserve to get killed by nurse, spirit, hag, freddy, huntress

    Get good

    Edit: i don't want to be rude, so i apologize for skipping your thread after 1st sentence

  • I'm gonna dc too, no point in continuing the game

  • I'm gonna dc too, no point in continuing the game

  • I'm gonna prestige and play nurse with no perks & add-ons

    Why, because i'm crazy:)

  • @HamdaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/832956#Comment_832956

    if you have issues with current nurse, you were never a good nurse to begin with. her blinks now require actually thinking and not just mindless no cd flying around. with that kind of opinion you probably relied on omegablink or multiple extra blinks. its clear as day

    Yoy said it like fatigue isn't a cooldown

    So i guess you mindlessly blink around and 4k? Got it

  • Buff solo to SWF level, and buff all killers

  • @Swimming_Bird said:

    So I need help. When I play killer, and I play several, I use the exact same perks. The SAME four perks on every killer. I'm really stuck cause I just can't seem to convince myself to change them cause they work for me. The perks are Bitter Murmor, Overcharge, BBQ, and Ruin. The main killers for me are Wraith, Doctor, and Demogoron.

    I know there are probably much better or interesting builds to run, I just probably am still not well versed in this game yet. Hope this doesn't make everyone in this community cringe at me in unison. I really appreciate any advice on this.

    Create a new account, family share your game to new account, and play on new account

    That way you are forced to use perks that you are not familiar with:)

  • @laKUKA said:

    OMEGABLINK NURSE PLAYERS are complaining!.

    Main nurses (with no addons) players are ok with the changes!.

    I play old nurse without add-ons. And i'm telling you that i don't like new nurse

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/831564#Comment_831564

    Because the ranking system is garbage and you can get to rank 1 as survivor even if you are a potato survivor. All you have to do is play enough that season. Still, I don't really see many people trying to loop spirit or nurse these days.

    Many people don't really want a nerf except some addons , they want some changes or reworks to make her more enjoyable to go against. Base nurse was more powerful than spirit but most people didn't mind going against her. It's not really about how powerful spirit is.

    i only ask for one thing from devs.. don't make her miserable to play as and against, like what they did to nurse

  • Then why there are so many bad survivors? If these survivors can asks devs for nerf, saying she has no counterplay even they are doing the wrong thing, devs will be forced to listen to them.

    I'm actually afraid of what they're gonna do to her. They tend to do things too far. If you asks for 1 nerf, they will give you 10, like nurse and legion

  • @CrowFoxy said:

    She is just not fun to play anymore. Yes. 3 seconds makes THAT much of a difference to the previously highly aggressive, smooth gameplay. I personally will still religiously play Nurse, I love the character. I have always played medium-high mobility characters in games. Nurse is a mix, she's just my type of playstyle. But she got utterly rekt. Omega was an issue, 3 blinks too. I was HYPED for cool, non op and unique add ons. But instead...we just got Spasmodic. No power but you move fast, and her URs are both really terrible like with a lot of killers except like Spirit and Huntress.

    I just don't understand anymore. I'm a 50/50 player and love to make r1 every season both sides but this time I saw ONE nurse. And she lost horribly, but that was honestly due to horrible tracking but it does show nobody really is playing her now and I've heard this story from everyone.

    Bhvr, PLEASE. You cannot leave Nurse like this, same as how you can't leave Legion as they are. A change must be made because you're slowly killing off some characters.

    I'm playing her too because i have empathy for her.. do you play with or without add-ons

  • @Rin_is_my_waifu said:

    I bet they will do the same to spirit and she will end up being unplayable at red ranks.

    They have to please survivors otherwise no money for cosmetics

    Next hotfix: spirit cannot use her power during chase

    Problem solved

  • @PinkMochaV2 said:

    https://forum.deadbydaylight.com/en/discussion/103629/why-survivors-cannot-accept-they-are-in-losing-position-at-pallet-when-vs-nurse-or-spirit

    And what exactly is effective against Nurse and Spirit in your opinion, that can reliably allow survivors to not get killed?

    https://forum.deadbydaylight.com/en/discussion/comment/831292#Comment_831292

    Sounds like you need to L2P Nurse.

    For nurse, don't run in straight line to nearest pallet, instead go for anything that can make her lose her LoS. But i guess after her nerf, running in straight line works too

    For spirit, use the pallet differently than usual, or go for windows

    And i need to mention this, your objective is to waste killer's time, not outrun, evade and not getting down the entire game. Every killer can down you, regardless how good you are, even rank 20 killers. The only difference is how much time you can waste

  • @SteelDragon said:

    for spirit, being at a pallet is not a losing scenario, just like in Tru3's videos talking about spirit counter play, you want to throw down the pallet early vs spirit, NOT let spirit able to stand in the pallet then commence the mindgames of phasing or not phasing.

    For nurse, no range addons or CDR addons, just run in a straight line and when she starts getting close use objects to break LoS and not be predictable in your pathing, you will waste a good amount of time

    Problem is people are not throwing pallet down early, and then blame spirit for getting the upper hand

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/831084#Comment_831084

    Honestly, there's not a lot of room to truly outplay a Spirit. All of her counterplay is based on guesswork, because she has no visual or auditory feedback to let you know what she's actually doing.

    Even if you equip all the perks that supposedly counter her (Iron Will, Spine Chill, Fixated, etc.) and try your absolute hardest to mindgame and mislead her, there's no guarantee that you won't take a hit. The Spirit might bump into you while phasing, or predict the trick, or hear your footsteps, or hear your breathing with Stridor, or do a fake-out that can't be detected by Spine Chill, or just make a lucky guess. No matter how much you try to outplay her, there's always a good chance that she'll hit you anyway.

    When you're being chased by a Billy or a Huntress, you KNOW that they can't hit you if you break line of sight and force them to make lots of tight turns. The Spirit has no such guarantees; there's no foolproof way to avoid taking a hit from her until she's already used up her phase walk.

    So you want killers that have no chance at hitting you at all? Got it

    I guess you're one of the people that says all god windows and safest braindead loops are fine against M1 killer

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/829739#Comment_829739

    it's probably gonna be in the store next year for the next Halloween event

    Yes, it will be in store, but you still need ac to buy it

    Not sure if it will become purchasable with next halloween event currency though

  • @TeambossFloze said:

    Because you unlock her on the rift and if you wanted it that bad you would of bought it last year, so its always been behind a "paywall"

    I don't have rift pass, and it's not fair for nurse player since everyone else's halloween outfit can be earned through serum

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/829725#Comment_829725

    The Nurse was frustrating for people to play as and against before the changes. So if she's still frustrating for you to play as and against, then it doesn't sound like anything's changed.

    If anything, that tells me they didn't go far enough with their rework.

    I had fun playing as her and against her before the change

    After the change, when i play nurse, i literally looks at my power bar more than survivors

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/829589#Comment_829589

    Actually, I saw a number of people complaining about base kit nurse. Even without omegablink, she was extremely mobile and extremely deadly in the hands of someone who mastered her. There were a number of guides advising you not to use her add-ons at all, because it would mess with your muscle memory.

    I don't see anything wrong with the changes they made to her base kit. She still is what she was, a fast and deadly killer with the potential to shut down loops almost immediately.

    Maybe you don't play her at all? If you do, then you will understand how frustrating to play as her

    FYI: i don't have fun playing as and against her after the changes

  • I thought your tier list is bubba at SSS tier, and everyone else is trash tier :)

  • 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

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/829601#Comment_829601

    It is something we are considering, but I can't say for sure. It depends on how busy the data team is.

    How can i upvote a commend more than once? :)

    Jokes aside, it's great to know that she is not ignored.

  • @Impact said:

    I am familiar with playing against all of the killers and have strategies to counter them...except Ghostface.

    I don't know how to play against him. I'm not a beginner either - I'm a purple rank survivor. I could do with a few Kill Your Friends sessions for practice, but that's not possible at the moment. He just gets me into the exposed status too quickly.

    Typically, I'll be on a gen at the start of the match then, BOOM, seemingly without warning - I'll be in the exposed status and he just downs me after a brief chase. I think the sound of the gen is likely masking the sound of his rippling robes and the warning sound during the marking process. I'm using a headset as well. Is it just me or does this happen to others?

    I played a game yesterday against a Ghostface with ruin and some nasty add-ons:

    Ghostface Caught on Tape (Ultra Rare)

    • Tremendously increases the Stalking rate when leaning from cover.
    • Tremendously decreases the Stalking rate when not leaning from cover.

    Driver's License (Very Rare)

    • Considerably decreases the detection range to reveal The Killer while Night Shroud is active.

    It was not a fun match! Oh, and did I mention he had an Ebony Momento Mori? So he just moried everyone. This brings me to another point: killer add-ons need to be revised. I think anything that tremenously or considerably affects gameplay should be taken out of the game, as it's unfair. Ghostface already gets people exposed fast enough - does this really need to be tremendously speeded-up?

    To be fair, I did get used to looking around for him during that match and listening for his rippling robes. I managed to be the last survivor to get killed. But I also think he partially marks me, then I escape, but when he finds me again, he seems to get me exposed in a split second. Is there any cooldown from marking progress?

    I find Spine Chill effective against Ghostface and I used that perk a lot - but not always.

    Funny, when i play him, the only survivors i can expose are low ranks. When facing high rank survivors, i'm almost playing like M1 killer

    Not to mention some open maps and perks counter him hard

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