PetTheDoggo
PetTheDoggo
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971635#Comment_3971635
No. Skull Merchant 2.0 was same misery as 1.0. Zero skill expression, zero fun, zero interactivity. She was basically mix of Clown and Artist.
Kinda funny to say zero skill expression and then bring Artist in comparison…
Her chase was weak version of Clown, so I still don't get how could survivors struggle so much with it. -
@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966456#Comment_3966456
Most Ghouls aren't good though, that's the difference. A good Ghoul will utilize those tactics you mentioned and cut you off at loops but you rarely go against those Ghouls.
A good Ghoul will utilize those tactics you mentioned and cut you off at loops but you rarely go against those Ghouls.
What argument is this? It's not an issue, because players you play against are bad?
I couldn't care less, if players are so bad, they can't even play something so simple. With that logic Nurse, Spirit, Blight should have never get any nerfs and be buffed instead, simply because most players are too bad to play them. -
To play against? Kaneki
To play as? Pinhead -
@R2k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970997#Comment_3970997
When survivor is x1.5 I play it, as que times are less than 10 sec. When it goes away, it means survivors are more than enough, and I'm going killer where longest I wait around 1-2 min.
When survivor is x1.5 I play it
That doesn't mean anything past 10 months. Simply doesn't work, queue times do not reflect it.
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How is it for you guys today? I am having under 30 seconds right now on killer…
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970833#Comment_3970833
Wich then removes the guard... wich means you gain nothing. Now if i could summon a guard to do an action while a guard keeps chasing that would be nice.
Which makes him so much better to play. You can cast carnifex to get rid of pallet in chase instead of waiting 2 work days until Jailer decides it's time to stop…
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@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970835#Comment_3970835
true, a swiss army build doesn't sound fun to face. But then again… Pop, pain res, eruption, COB and grim…
Yeah, but that doesn't really change that much from current version. It's nothing new killer can do with it.
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Thing is with 5 perks, It will be pretty easy to create build basically for every situation.
1 - exhaustion
1 - antitunneling
1 - antislugging
1 - healing
1 - chase
While it wouldn't really change that much for killers imo. -
@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970238#Comment_3970238
You mean the knight feature that made the guards useless unless you pincer with them? (Wich doesnt even work bc of the 3x depletion
I mean feature that let's you summon guard while there is already another guard active. I would say that is quite nice…
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970390#Comment_3970390
Fair point, my friend.
Personally, I don't want dashes, M2 ranged, projectile, AI or camera control.
Understandable, but having cute little helper would be cool.
I think there are things it could work and most people are happy. -
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970249#Comment_3970249
What could work is either some simple M2 attack, which would not be liked by Skully mains, but would work…
That I believe is an issue, my friend.
Because a killer rework should always prioritize those who play that killer, as they are the ones who spend time, money and bloodpoints on the character. They keep the killer alive. Something that would displease her mains shouldn't be included and, in this case, it is the projectile.
If SM players wanted a projectile, they would go play another character.
As I said, there are multiple ways how to approach it.
Some of them would be actually quite cool imo, especially the one where you can command it to do simple actions, or boost other drone…
But hey, M2 is the easiest thing they can do with it, so that will most likely be it, but hey maybe they suprise us with something interesting.
Just don't let it be anything with AI, or camera control… -
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970239#Comment_3970239
I only argue for Wesker's removal for the sake of consistency, I don't understand why they were so quick to remove Dog Dracula's but not his, it's odd.
I would prefer they didn't remove either of those and seems weird to ask for removal of other even tho I disagree with first.
I am just glad they didn't go after Wesker's techs, I don't care why. I just don't think they should. -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970240#Comment_3970240
I think both drone buddy and passive lethality were kinda criticized.
Well, I simply try to think of it how I would handle the rework to be succesful.
Passive lethality will never be accepted by survivors in Skully rework. It is what it is, rather than trying to fight it, It's better trying to figure out how to make it work for her.
Drone buddy is hard to tell what they think about it. I just don't want it to be controlled, or any difficult AI pathing. They are just not good at those and it never worked in past. Knight, Twins, Houndmaster, Nemesis (zombies)
What could work is either some simple M2 attack, which would not be liked by Skully mains, but would work…
Alternative would be to make it work passively simply whenever you are near claw trapped survivor, or if you hit claw trapped survivor. Hard to say what it could do, but definetly needs to be something simple.
It could also be something completely different and he would just help you during the game with other actions like breaking pallet/gens.
He could also on command "boost" other drone and give them additional effect…Drone buddy can definetly work, especially if they give it some fun animations. We have seen this concept in so many games.
I think making her drones mostly information based is only way how to make the rework work for survivors… Now it's just a question how to handle rest of her kit, so she is still viable. -
I would say it depends, if you like to play against Ghoul, or not.
If you don't mind to deal with him as survivor, then play him. Otherwise don't do what you don't want others do to you… -
Are you really trying to use logic here?
Some killers would need massive changes to make sense.
How the hell are you even able to stun nemesis with a pallet? That guy is a walking tank. -
"Remove passive lethality"
I think this one is mainly to please survivors. They simply will not accept any version, where she can passively injure them.
I doubt they will even expose you.
Most likely just information, if we are lucky they would give haste, or pallet breaking we have seen in version 1.0"The Buddy Drone"
I just hope it won't be controlled in any way similar to Knight/Houndmaster/Twins. They are clearly not good at those and it wouldn't end well.
Making him projectile based is one way to go about it.
He could also work passively and simply start doing something if you get into area with survivor with Claw trap?
Or when you hit a survivor with claw trap…
What I want from the concept:- stay away from any camera changes → controlling drones
- stay away from AI control → zombies/dog/guards
- keep undetectable in some form
- keep claw trap
Thing is if drones will be focused on information, then she simply needs something to help in chase. Possible options are:- haste
- hindered
- pallet breaking
- window blocking
- hit recovery
- exposed
- M2 power
I personally would love to see haste and pallet breaking back. Those were main reasons why I have played first version of Skully.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969987#Comment_3969987
Excuse me, what have they said? Ty for infos. I dissmised it.
Response from Q&A
@UndeddJester wrote reasonable possible outcome that would fit that description about it.
I think it's definetly better, than previous concepts they showed. Just keep stealth and I am happy…. -
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968345#Comment_3968345
I still miss Dog Dragula hug tech, whether or not it was healthy for the game lol
I personally didn't have issue with his hugtech. Thing is you need to look completely down, which means losing LoS of survivor and play blindly, which means survivor had option to change pathing without you knowing.
His hugtech had counterplay to it and wasn't that easy to do imo.
I think Blight's hugtech needed to go. He is second best killer in DBD and his hugtech basically removed his main counterplay. It was also very easy to do.
I don't have issue with Wesker's hugtech. Way more difficult to do and very limited on where it's usefull. It's not like you can, or should use it on every loop. -
@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969683#Comment_3969683
I understand what you're trying to say, which is why I'm specifying that I'm talking from a design standpoint. Balance by bugs is one of the worst design perspectives a game can have, and in most genres its entirely unthinkable. Even with CVS2 there is a schism concerning roll cancelling being fixed in the EO version, and thats been a debate for a while. Capcom put their foot down and made the EO version (the one that fixes the bug) to be the standard for things like online play. People still have access to the unpatched version as they have for years (including on the new re-release) but even veteran players understand the importance of the patched version and stick with it. Even sticking with Capcom's fighting game re-releases specifically, they used multiple fixed versions of the legacy games on the collections, even when the unpatched versions were the community favored ones.
The only time its ever well received is in situations like CVS2, where it adjusts the viability of lower tier characters (even though it also marginally helps higher tiers as well) specifcally because it is more universal. Roll cancelling doesn't affect every character, but for some it helps (even if it indirectly hurts them vs the higher tiers.) Even though Capcom do not promote it, they included it exactly as is. If they did something like make it specifically not work for high tier characters, nobody who plays classic would even want that.
As an aside to give more weight to the commitment to this, they even nerfed a bug that Dan had, famously one of the worst characters in fighting game history (though he's had worse versions, but still) had a bug fixed where all it did was allow him to build meter at the end of a round under bizarre circumstances. Nobody thought he needed it taken away, but they didn't consider it worthy of being a feature, so it was fixed in EO.
There's a threshold where a bug can become a feature, which is an entirely different conversation. Thats why I keep bringing up the double standard in their cited design reasoning: If one is a bugfeature, both are. If you only make one a feature (even though it was already identified as a bug and even attempted to fix it) that becomes inconsistent. Since DBD can't have two separate versions to give a room for all of the positively received "techs" it has had over the years into some kind of unplayable mess, they need to be consistent in their approach to resolving vs adapting issues like this. Considering there's even stuff like invisible walls that stop movement abilities from launching off of elevation in many areas of maps, crouch tech has no place in the current game.
Balance by bugs is one of the worst design perspectives a game can have, and in most genres its entirely unthinkable
Whole current way of playing DBD is not intended. I fail to see how it is bad thing.
Sure, there are game breaking bugs that should been removed, but some bugs should become a feature and stay imo. We can see this on Knight quite well…
DBD is not CSGO, or Dota. Bugs are part of the game at this point and balance is not really a thing in DBD. I don't think it's bad thing, DBD is supposed to be played for fun and some bugs simply add additional layer of what you can learn about this game.
It may be not interesting for you, but I love to learn what bugs there are and how to use them.If one is a bugfeature, both are. If you only make one a feature (even though it was already identified as a bug and even attempted to fix it) that becomes inconsistent.
Killers are not the same. The outcome of similar bug on the game is not same. Killer's counterplay is not same.
It simply doesn't make sense to hold this to any standard to me and should be treated case by case. -
@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969987#Comment_3969987
it's not just her stealth for me though. it's important yes but i have spent so long mastering every single little detail of her power. there are so many things that you can do and learn with her that most people will never know. a rework of her power is just throwing away everything at this point. she's been left in this sad state for so long now that the only people playing her are the people who really love her. to throw that away is literally a spit in the face and the boot in the rear to all of us.
I personally enjoyed both versions of Skully and I will adapt to third too.
I play her mostly for her skins, because I can create lot of good combinations…
I am not happy about rework, but I can also see it could have been so much worse. -
Sadly I had to waste most of BP into P100 to gather cakes on him and managed only 800 anyway. I really wanted to push prestige on my killers, but devs said nope.
I wanted to play more, but with how they changed it, I just couldn't be bothered. Simply didn't seem rewarding to me, so I could play only like 1-2 hours per day.
I am really not going to take break from work for this. I did it for last event, but lower cakes was just cheap imo. -
Well, don't stop vaulting. That makes this harder to do…
Just force him to at least start uncloacking at every pallet/window, it's highly annoying and waste lot of time.
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It was definetly possible to save Skully 2.0, but sadly they didn't want to bother, or just failed to see how.
Version they talked about in Q&A is definetly better than any "control based" version they talked before. Those would fail so hard…
I just want her to keep stealth, don't really care much about rest. I am fine if drones will be used just for information, that's still more than they do now…
Also give her better Mori animation! -
I think it would be fine, if they just show it during the game (when you open menu), so you have chance to see it, but don't have to.
Most players won't be bothered to check it anyway.
That would also prevent lobby dodging. -
I would guess we will see similar scenario as with Chucky.
They keep Ghoul as he is for several months, then throw bunch of nerfs at him, so there is room for new killer. -
@NightWolfsFury said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969713#Comment_3969713
I bought my friend Kaneki to play because I thought it would be a lot of fun to watch… omg… the sheer amount of bugs that killer has is terrifying…
Half her window vaults didn’t work if she was just trying to vault through without a survivor. Tentacles constantly stuck in the environment, wonky tentacle hits whether they should or shouldn’t hit, etc.
I’ve never seen more bugs on a single killer in the two games that she played him before getting off due to his bugs.
Yeah, his bugs are light version of what we have seen with Twins.
I would say Houndmaster was also way worse than Kaneki. -
But remember, Kaneki is just M1 killer when you are injured…
Totally M1 killer behaviour. -
I don't think it's such an issue, when it works even when healed.
Kinda annoying thing is, you wouldn't be able to heal against instadown killers with this change. -
I would definetly like something to help me with 8 hooks, I forget how many times I hook each survivor quite often..
Especially on killers, where I am used to drop chases often.
Depends how severe anti-tunneling feature is going to be, I would hope they just show hook stages overall. -
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969322#Comment_3969322
Is an interesting set of points to be sure...
- Maintaining trap playstyle
- Removing psssive lethality
- Drone buddy
If I was to have a go at achieving these things, while retaining her identity as the rich, high tech, surveillance and stalker killer...
If her traps are not lethal I wonder if they are just gonna be brought back as stealth drone that apply claw traps on a single scan. No injury or nothing, just the claw trap that tracks survivor position. Then she can use her stealth and her drone buddy to injure a survivor via some kind of skillshot against a locked on survivor with the claw trap...
On an initial set if thoughts, that's the only kind of configuration I can see working to satisfy those parameters 🤔
Well, I don't think that is worst way they could go with her. Definetly waaaaay better than the one trying to control the drone, that would end very bad with tons of bugs as we have seen in past.
I have suggested something similar, when they first talked about rework, because survivors simply won't accept drones that injure them.
I hope she will keep her stealth tho, that's kinda main thing I want. -
@Pulsar said:
In my experience with her, I haven't felt she really needs buffs. She's weaker, to be sure, but she isn't a bottom-tier 40% KR Killer or anything.
I don't think she's in a good spot, since popping a drone down seems to work a little too well and other playstyles a little too not working at all.
Can you please go play her and actually try to use her drones? They are worthless…
She is pure M1 killer with undetectable on command, that's it. What killer is supposed to be worse than her?she isn't a bottom-tier 40% KR Killer or anything.
Like kill rates ever display how strong killer is… I have played her lately and it's hilarious survivors give up against her even now.
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@SoGo said:
Aside Haywire, which proved to be quite a bad design, both Undone and Awakened Awareness can be buffed in a way where they aren't OP.
AA can be buffed back safely if Nurse gets the nerf to not see auras while charging blinks and blinking.
Undone needs a rework honestly.
Yeah, I would really want this change for Nurse. It's not like she would become any weaker, just harder.
Noone can convince me she is actually hard to play, if you stack aura reading. It's just easy…
Nurse was gatekeeping aura reading perks long enough imo. -
hmm, didn't know there is supposed to be such a hate on swamp maps, I like to play on them.
I don't really care, if I am killer or survivor… -
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969440#Comment_3969440
You're purposely missing the forest for the trees.I don't know, @PetTheDoggo seems to be distinguishing why the trees are different pretty clearly.
so there needs to be consistency in how it is approached from a design standpoint.The consistency seems to be:
If something unintended happens, but it makes the game better, keep it.
If something unintended happens, and it makes the game worse, remove it.
If there was a bug that only affected SWFs on comms, it would be absolutely asinine to not address it and act like its some kind of balancing feature.That doesn't sound asinine at all. What's the relevance of the result being on accident?
Thank you, at least someone understands what I was trying to say…
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969057#Comment_3969057
Comms are not a necessary form of skill expression
of course they are, it's not easy to give correct callouts during the game, especially when you are in chase.
Being able to communicate your location is not easy to do and trying to explain specific locker when you are in loop with 3-4 of them is even worse. People mess this up all the time. -
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969415#Comment_3969415
You can make it possible for Survivors to recover fully from the Dying State if at least 3 Survivors are in the Dying State. I think slugging one person can happen and is fine and regular gameplay. Two can happen as well, if they make a mistake (e.g. unhooking against a Bubba) or the Killer is running Infectious Fright.
But once you reach 3 Survivors in the Dying state, we are at the point beyond the Killer slugging for a bit of pressure or to avoid a Flashlight Save.
Well, it's kinda regular to happen with Oni… (I am Oni main, so I worry a lot about this feature)
Getting only two downs per use of my power is usually just not good enough and thing is survivors would have an option to simply leave those two on ground, let me down the third so first two can pick themself up.
Also with something like this I definetly have an issue with Plot Twist. -
I would count as extreme simply if that's only thing killer does and never hooks.
But I have no idea how they want to focus on that without nerfing other forms of slugging. -
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969162#Comment_3969162
Difference between nurse blink and ghoul leap is ghoul doesnt need to use his leap while looping and doing it only for vaults and trying to cut survivor off (its quite hard harder than nurse in my opinion anyway) on loops like shack. You cant nurse without blik because nurse can play without blink even with meme 115% addon.
Free hits on god paletts is not true all depends what survivor will do if he drops the god palett and lets ghoul who is ready to vault with leap vault it and then get hit (many ghouls are running co de gra or what is it called twins perk which realy helps a lot) instead of waiting for him to cancel it or baiting him by running behind corner and then comink back to drop the palett is on survivor its missplay from his side, same if he tries to w ghoul and he catch him before he can run to the loop. Ghoul playes more with m1 than other stronger killers only difference is his mobility but tell me how many ghouls will down you in 100 cases what will be thing that will down you from them, I gues m1 but will you admit it or try to tell me his hit after vault downs you more when you go against ghoul than his m1.
Dash can hit you directly only difference is he cancels and then hits you.
He can zoom past you just use some los and if the tries to cut you of then double back, its not guarantee same as good nurse can blink with fully charged blink into ground to get you from doblebacking. Ghoul is easy and before any nerfs he needs all of his bug to be fixed for us to make some conclusions, he is bugged from his first nerfs and its very hard how strong he is because of thing like kidnap tech, loosing 1 token instead 2 when he breaks palett (means he can get to you with leap after 2,5 seconds while enraged with 3 leaps pretty sick isnt it) or his power canceling when he hits you withflick in the open or nothing blocking his path to get that hit for no reason (just bhvr moment like hitting someone with huntress/slinger directly and nothing happens normal bug in daylight), after all these bugs we will see where he realy is and the some changes can be made before this would be just nerfing that maybe doesnt have to be done or it can be not that hard (devs in nerfs go more for hard nerfs than just adjusting killers cooldowns only few killers got this like last chucky changes or pig and its just rewerting last nerfs or giving some part of addons basekit).
100 cases what will be thing that will down you from them, I gues m1
That's exactly the technically correct part, but reality doesn't reflect it.
Sure, it's treated as M1 down, but Ghoul doesn't play as M1 killer.
Spirit, old Nurse, or Deathslinger, their downs are technically M1, but same as Ghoul, they are not even close to chase as classic M1 killers.Free hits on god paletts is not true all depends what survivor will do if he drops the god palett and lets ghoul who is ready to vault with leap vault it and then get hit (many ghouls are running co de gra or what is it called twins perk which realy helps a lot) instead of waiting for him to cancel it
I am currently trying to wait under the pallet. Basically learn his animation to drop before he can M1. Issue is his recovery and pulling his power is very fast, so he can just prepare his power again while I am in animation of dropping pallet.
So even if I predicted he is going to pull his power, it simply doesn't matter on safe pallets, because he can just do it again and there is no way I can run around the whole loop. So my only chance is to get timing and vault back, which is not really easy to do. -
Bardic inspiration
Just play to the killer and hope for the best… -
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969152#Comment_3969152
He is just closer to blight but without enraged mode he is more to legion if we dont count the mobility, that m1 works more because on loops his cancel on leap isnt that useful and he cant infict direct damage like blight with his leaps (only injure you but he cant down you). His antiloop isnt that good on mediocre loops like clown,doctor but with his full basekit he has more to offer than the other two (his antiloop is enraged vault which is faster than weskers).
I wouldnt remove cancel only make cooldown of it little bigger, remeber canceling his leap is only good with his slide his last leap doesnt hat that and its super bad to cancel.
without enraged mode
It's very easy to keep enraged mode on Ghoul… even without it way better chase than Legion
if we dont count the mobility
Nurse is worst killer in DBD, if we don't count blink…
He has mobility, the best thing killer can have in DBD and his mobility is one of best. At no point he is even close to Legion.
Ghoul's power is not that strong on short loops, but you can play around those even without power, so doesn't matter much.
But Ghoul can counter even strongest loops in DBD, he can get free hit on god pallets and you can't hold W against him. That's simply not how you chase with M1 killers.
Main weakness of M1 killers is hold W, so Ghoul simply doesn't match this.remeber canceling his leap is only good with his slide his last leap doesnt
Even last leap he can cancel dash, no? So even there it matters.
and on every leap before it, his cancel is huge deal and basically removes whole possible counterplay.
I fine with his cancel after animation ends (dash+slide), but definetly not during it, that just makes him too easy imo.
I also think it would be hilarious watch him zoom past me… -
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969131#Comment_3969131
You can doubleback against ghoul but its just harder without Los because most times ghoul can see you directly and has more range in his leaps ( enraged he has 3 leaps, two to ceret himself and his last doesnt slides) than nurse in her blinks plus he travels faster no charging. Usels structures are good for few reasons like los or some stones are hard to blink trough so nurse has to charge her blink more meaning its easier to mess up than blink through normal wall. Ghoul ,ust cancle his leap near survivor if he doesnt than its not that strong, his vault is more braindead thing on him in my opinion but not that op as people say if he doesnt triggers kidnap tech or survivor just doesnt panic than his enraged vault isnt that good on medium safe vaults just on the ones with long walls.
Look I like more nurse if it isnt god nurse p100 player to go against more than spirit (spirit is hard to read and super frustrating to play against, nurse I can see and react to), but ghoul is just easy killer but on the higher end of players you can loop him longer than good blight,nurse and most ghoul players think they win just by playing him, every time if my team isnt the whiny babyes that would kill themselfs on the hook few patches ago and they just play normaly gens go faster than normaly because they dont want to spend more time playing against killer they dont like (same goes if I play him I get faster gens than on other killers even with meta slowdown build that should stop them, gens without that build would be in 5 minutes even with like 30 seconds chases) so they try more and most ghoul players think his vault works just like after release but you can loop him quite long time just like legion exept no prerun because of his blight like mobility and not that huge safety on stronger loops like shack or some god paletts because of his vault.
Comparing Legion and Ghoul chase seems very funny to me. Ghoul is way better at everything except getting information.
Whole act Ghoul is M1 killer simply doesn't work. He is way closer to Blight with his he works than Legion, Clown, Doctor etc.
You can't double back against Ghoul unless he has reaction speed of potato. His cancel completely stops both dash and slide, which means he just needs to press button while next to a survivor….Ghoul ,ust cancle his leap near survivor if he doesnt than its not that strong
But he can and that's the issue, remove it and I agree it's not that strong.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969012#Comment_3969012
If you preffer chase with nurse (not counting baby nurse) over ghoul than you shouldnt be so iritated by ghoul he respects all paletts and windows 100 times more than nurse. Nurse is just killer who can bypass any loop in the game and creates her new looping strategy against her by faking your patch directions and hinding your self from her (when she doesnt where to blink on you she has to gues thats why aura read on her is just wall hack more than huntress or pyramidhead which can be easyly doged not to mention that 90% nurse players run addon that makes her range after second blink 30% bigger which makes huge difference).
So you claim good looper like arun would have easier time against good nurse than against good ghoul, nurse if she is good like superalf can get you almost anywhere in the game no loop will be super safe, ghoul on the other hand must loop just like blight or wesker only difference between them is their power allow them some moves others doesnt have. Nurse isnt that super hard to play only way you can play her (exept one addon that makes you 115% after hit,meme addon) is just with her power, she is dependent on her power all the times and cant play without it.
Well, there is big difference, if Nurse is stacking aura reading or not.
If she doesn't have aura reading for chase, then I would definetly say she is much more fun to play against, simply because breaking LoS actually has meaning and you can doubleback. Fun thing is even completely useless structures are quite good against Nurse, mainly near border of map.
You can't double back against Ghoul, because he can cancel during leap for some reason, remove that and I am fine with him. I don't mind his vault that much.
My issue is how easy is for him to get right next to you with lower fatigue than Legion.
Funny you mentioned Ayrun, because based what I can say from his videos, he really hate to play against Ghoul. -
@Elan said:
Lethal is less strong with new spawn logic. Lethal itself is not that good, Phantom Fear is way better as it serves multiple times per game, sadly has too long cooldown and too short duration.
Phantom Fear
I think Phantom Fear is in good spot, I am currently using it on Legion and it works great for me.
Lethal is way better for early pressure and gives you more information, which can be big deal for some killers. Then you just need another aura reading perk with it…
I wouldn't say it's strictly better than Phantom Fear, they just do something different, but Phantom Fear doesn't really have room for synergies with other perks.
Kinda fun on Nemi, because zombies will start walking there.
Phantom Fear is closer to how UW should have been changed imo. It just helps you get into chase during the game, but won't really help much otherwise. -
@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968954#Comment_3968954
nurse doesnt traverse this fast.
it's blight.
I would say it's more problematic on Nurse, because she benefits from extended duration of aura reading more.
I still think she shouldn't be able to see survivor auras while charging blink… Then she can still use info perks to find survivor, but they will not carry her chase.
Nurse was gatekeeping all aura perks for too long. -
Might be better, if they actually fixed incentives after like 8 months…
-
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969047#Comment_3969047
So you want to receive feedback, that survivor recieved endurance because of soul guard/we gonna live forever…?
Yes, that gives you means for you to play around it next time, or you know it won't be used again (styptic).
Issue is every endurance has different triggers and duration, which right now is kinda annoying to play around all of them. Especially when several of them seems to have same trigger, but have different durations.
For example Soul guard is 8 seconds, but WGLF has 10 seconds. Then is the issue, if you need to worry about this survivor being picked up, or another survivor picking others. It can also be MFT, so you need to worry about healing too.
etc… -
@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968755#Comment_3968755
Who cares? Having to figure out how to comm things like that is obnoxious af, it's already a thing to be able to see your teammates auras in 99% of modern games anyways, it's just a basic qol with the only adverse side effect being the removal of "skill expression" that is comms
Having to figure out how to comm things like that is obnoxious af
Good as it should be, I don't think it's effect you should be able to use easily.
That's not QoL, that's a huge buff.
Like sure, make it brainless to use, but increase exhaustion duration to like double. -
@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969039#Comment_3969039
hemorrhage being on timer does not make it harder to go back to hook for it.
timer was put on mangled because solo q survivors couldnt be bothered dealing with hit&run.
hemorrhage being on timer does not make it harder to go back to hook for it.
It makes it harder to use for anything else….
If you don't return to hook, you are unlike to really get any value out of it.
I think mangled was just nerfed along with hemorrhage, because they couldn't be bothered making it work differently than hemorrhage, so both got same timers.
I don't think mangled does that much overall, so don't really need a timer.
Hemorrhage was definetly annoying to deal with against few killers (Wraith), who could easily interrupt healing several times. -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/451880/im-invincible
Endurance can be obtain in specific ways.
Items - medkit add on (easily counterable)
Perks - if I kick off antitunnel perks that deactivate if you do anything, then… dead hard, made for this, soul guard, we gonna live forever…
What is the problem?
I would like to display the cause of why survivor had endurance, because in some situations even if I know all perks, it's very hard to tell what perk/addon it was and play around it next time.
Good luck for new players trying to figure it out… -
@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969026#Comment_3969026
yeah you kinda have to return to hook with this one, but it's also very rewarding for interrupting heals across the match overall.
Yeah, thing is it was also main reason why it got limited duration in first place. I would rather rework it for your idea and remove time limit.

