PlaysByShady
PlaysByShady
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2435905#Comment_2435905
Judging from how the story is told it sounds more like Nea was body blocking with BT and got punished for it by the faster attack speed from STBFL. Which she did twice.
If you body block with BT its not tunneling when you are trying to force the killer to go after you.
You also kinda proved the OP's point where everything is the killer's fault and never the survivors the eyes of survivors.
She wasn't blocking with BT because she didn't have it (not that it mattered because I had time to smack her twice anyway being as I was literally in front of the hook). She went down on the first hit.
I've no idea why she was stood there... maybe she was baiting BT, maybe she was 'stuck' because of how the unhook worked, or maybe on her screen she was still hooked (although she never mentioned any confusion as to how I hit her off the hook so at some level she recognised she'd been unhooked).
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@MeltingPenguins said:
it became tunneling the moment you didn't drop her again.
Going back when someone gets unhooked isn't tunneling. Hitting them cause you cannot assess if they're trying to take a bt hit or just got unfortunate with the direction pick isn't tunneling. picking them up for ds isn't tunneling.
But the moment you say 'okay, they didn't have bt, they didn't have ds or missed it, let's hook them again' that is tunneling. maybe swap stbfl for whispers or play more survivors to learn where to hide.
Err, no!
Tunnelling is when a killer deliberately goes after a particular survivor, despite there being other (better?) options available. It's derived from terming the killer as having "tunnel vision" such that they don't see alternatives.
Going after a survivor who approaches the killer (whether intentionally or not), or makes no active effort to escape, isn't tunnelling. The killer went for a reasonable option that presented itself, thanks to survivor misplay.
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Where? I can't seem to find that? Nothing in-game, and the announcement at the top of the forum only refers to DDS?
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This is still an issue in this latest update. It appears that this has stopped being looked into now, given that the last few releases have said nothing about this (there were three previous attempts to fix, none of them worked, still no idea how those fixes made it to release 3x without being tested)
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@UncleStabby said:
There's only two ways to fix keys. Remove them from the game completely, or make it so hatch no longer spawns until only one survivor is left, no exceptions.
Or, the key takes 20s to open the hatch (with skill checks) and notifies the killer when you start too
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It's not getting fixed... because no-one puts it in the bug reports forum (or upvotes it), ergo it's not a problem (apparently)
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2402651#Comment_2402651
You lack reading comprehension. But I'll try to dumb it down to your level. I had said that the survivor had dropped the pallet very early to counter there high ping. That you had hit them even though they had pre-dropped and it was within your own latency window where the validation had triggered. But honestly I dont expect you to understand.
Oh damn! My 20+ years as a network based software engineer, along with Cisco networking qualifications among others, means I don't understand how ping, or software or networking works, but you do?
Not to mention you completely missed my point in either case, which is that it's it not "objectively fair" (the term you used) for the killer to have to work around network issues that are influenced by factors outside of their control (i.e. it's not just down to their latency). I have a pretty strong connection myself, and I've had a number of instances where I've landed a hit only for it to not register. And in every case, the survivor had a worse ping than me!
What would be fairer is for the killer to be rewarded for achieving their objective of hitting/downing the survivor and the survivor being punished in this case for getting too close and trying to greed that extra loop
But I don't expect you to understand the nuance of that.
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@konchok said:
People who think that the reason there hits are not landing soley based off of ping don't understand how networks work. In fact the fact that they have worse ping for you is more of an indicator that the hit should not count and not the other way around.
This is very likely what happened, they pre-threw the pallet, they're a bit laggy and they're afraid that you're going to hit them because of it. Your own latency of 30 ms is enough latency that the hit appears to land despite them throwing the pallet ages ago (again due to their personal lag) The server determines that the hit that you landed was invalid due to your own 30 milleseconds of latency and you have the health state removed.
I get that it doesn't feel good, but it is objectively fair.
It's objectively fair that in a PvP game, the player with a good connection is punished for issues raised by latency in the slower connection person's game??
Methinks you might need to revisit this and check what 'objective' means. It's not fair at all for the killer's objective (hitting/downing survivors) to be defined by the survivor's connection which the killers have zero influence over.
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@MadmegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2391618#Comment_2391618
Obviously the devs disagree with your line of thinking. Thousands of times i was hit after throwing the pallet before the killer swung. Thousands of times as killer i got hits i knew were bull. The devs have fixed a problem so stop crying or play something else
Lol, appealing to the devs is an amusing position to take, because you assume that the devs even know what they're doing.
There is a huge difference between an intended outcome, and the actual outcome, and DbD exemplifies that in pretty much every release.
My favourite example is last years anniversary cakes which were supposed to grant a 104% bonus. Anyone with a basic understanding of mathematics would know that you multiple a value by 1.04 to get the 4% bonus. But BHVR somehow determined that you should multiply by 1.4 to get a 4% increase.
You could argue that the devs have a different perspective of mathematics, but the end result was that the cakes were bugged and giving a 40% bonus, lol.
So yeah, that argument doesn't really work! Otherwise you could argue every bug, etc, was an intended outcome with full knowledge of how it'd play out, and completely free of any commercial influence to appease the survivor-base that makes up the majority of players over actual fairness of ability and objectives.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2391622#Comment_2391622
I mean, Survivors before this change got robbed of health states consistently, even though the pallet was already dropped. Effectively, having a high latency gave killers an advantage by "robbing" healthstates from survivors. Now the person with the worse connection gets the punishment, rather than the person with the better connection.
You should never give priority to someone with higher latency.
So no, the killer doesnt get robbed, they never hit it anyway. They should blame their connection rather than the game.
I'm gonna disagree there... survivors often get greedy and wait to drop the pallet at the last moment. That's where the punishment comes in.
Now, they're being rewarded for it.
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@Customapple0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2391427#Comment_2391427
You didn’t get robbed of 2 hits, the hits should never have happened in the first place, hence why the server corrected it.
He got robbed because he's playing according to what he sees on his screen. No-one can play according to what the server sees. Which just means that in chases (i.e. the critical component of the killer's role), the survivor gets favoured because the killer is punished for acting on what they see on their side with no ability to work beyond it
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@TroyXX said:
It's called not getting free hits through pallets.
And at what point is it a "free hit", because from the killer's perspective they landed a legitimate hit before you had a chance to counter it.
Why must the killer be punished because on YOUR screen you decided to cut it too close for the server (which has its own latency) to play a guessing game as to who should get it or not?
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@Chilli_man2400 said:
If so then spirit is kinda balanced a little you can still see grass moving and follow footsteps
Because every map has grass, etc... right?
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The icons stacked, but it didn't seem like it actually was faster to me? I didn't time it though.
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If you have Haunted and Undying, and the first totem you cleanse happens to actually be the Haunted totem, Haunted will proc AND get replaced by Undying... meaning it can proc twice. That's not a bug, it's been known behaviour since the Undying nerf.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2384191#Comment_2384191
Here's the thing, though: The Killer does not end the game by slowing down gens. The Killer ends the game by killing Survivors. Slowing down the gen progression is a means to an end. If the Killer is not killing Survivors, then the Killer is not actively progressing the game. Preventing the Survivors from progressing the game is fine AS LONG AS the Killer is actively progressing the game. If the Killer is intentionally NOT progressing the game AND intentionally preventing the Survivors from progressing the game, the Killer is not fulfilling their role.
Yeah, I'll agree with that.
Still, a killer can't prevent gens being done between multiple survivors though, unless it's one with ridiculously high mobility like Nurse or something.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2379557#Comment_2379557
The point of the Killer's role is to kill the Survivors. Refusing to let gens be done isn't what brings the game to an end.
"and there's no way a killer can hold gens hostage from multiple survivors"
Isn't that the whole point of a 3-gen scenario?
If you take the literal POV that the killer's role is to kill the survivors, then what is the time-scale within which they must do this? Until the gens are completed and doors open, right?
So for the killer to reach their objective, they have to slow down the gens in some manner. Hence there's a multitude of perks to allow them to do exactly that.
I've no idea what you were trying to get at because you really didn't change the point at all. It's part of the killer's role to slow the gens down. The survivors cannot do it; they can abstain from completing gens entirely, but they can't actively slow them!
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"the Killer is refusing to let gens be done" omg, that's exactly the point of the killer's role!!
It's down to the survivors to complete the gens, and there's no way a killer can hold gens hostage from multiple survivors. It takes him a few seconds to kick them, whilst it takes less than a second for the survivor to negate that. The regression is also far slower than survivors adding progress.
Ergo, in the time the killer takes to travel to a gen, kick it, and travel to another, you could be putting progress on at least one of the other two gens. Eventually you'll complete them.
The only way this scenario works is if the survivors literally just walk away from the gens and cry in the corner about why the killer isn't holding their hands and leading them out of the gate.
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Your ping is just a representation of how long it takes a packet to reach the server and back, and there are so many factors that can affect that journey:
- how efficient your network adapter is, as well as all the other network hardware along the route
- the capacity/throughout of the cabling, and the current traffic it's handling
- the priority of the signal - some types of traffic can be prioritised, and others given secondary priority, depending on the nature
- the physical distance the signal has to travel (which is not a straight line, but the route of the cabling)
- etc
The fact that your friend and you are using different ISP's is also a huge factor. It's like using different telephone networks and then wondering why one is getting a better signal than the other; it's probably because the network with the better signal invested in more hardware, etc.
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This analysis presumes that (a) licences are available and (b) have already been acquired. There's a lot of dependency on 3rd parties there.
That said, I would love an Alien's chapter, especially with the new game coming out
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@Piruluk said:
Stridor only used by Spirit.
So the so called IW "buff" only effect affects no skill Spirit mains.
Right... so now the Spirit must somehow track survivors she cannot see, and also cannot hear... whilst also not being able to see scratch marks or blood.
Exactly how is this killer meant to do anything then?
Where are you all the survivor mains who cry out "what is the counter???" when it comes to this BS? How does one counter iron will now?
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I'm convinced the RNG elements are not so RNG.
I've been levelling up Nurse, and the green recharge addon is pretty much the rarest item for me. It hardly ever appears. On the other hand, the green addon that causes survivors to scream is guaranteed to appear in every bloodweb, sometimes I get 4-5 of them. It's ridiculous. I've got over 100 of them when I've been actively avoiding them.
Same with Spirit... the MD ring is incredibly rare for me. It'll appear once in maybe 15 bloodwebs. But the father's glasses is at least in every 2-3.
I reckon they're definitely determining the rarity of the items appearing by how much they're actually used; the more used an add-on is, the less likely it is to appear. At least that's been my experience so far.
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@Lycidas said:
What's the difference between me using my cakes now or me using my cakes next month?
Other players are still going to receive a 105% boost whenever I play them, it's not like they are going to give less bloodpoint once the event ends..
Right now the increase in BP allows you to buy more cakes... next month you won't get them. Ergo spending them now actually allows you to accumulate more for later. I've been making a net profit so far in each bloodweb due to the BP return.
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@Venzhas said:
https://forum.deadbydaylight.com/en/discussion/comment/2338773#Comment_2338773
Im talking about a time you probably didnt knew when moris werent nerfed. Killers mains always compared keys to moris.
Devs gives a finger to killer, they want the full arm, thats becomes laughable at some points
I play both and when someone(s) use keys , i bring Franklins. And if someones key escape as well, okay, sh happens, GG LOL and next game, thats it.
Keys are fine, if you cant handle it as it is right know, stop saying "sUrViVoR BiAs", as it was your sad and only answer to this point lol
Wait... you skipped an entire paragraph of objectively verifiable and validateable explanation to assert that "survivor bias" was my only answer to the point of keys being fine?? Classic survivor thinking there. That wasn't a response to the keys, that was a response to your inability to see the problem, as confirmed by your inability to actually read.
There was also nothing in your post referencing a time literally years ago when killers could mori without hooking. You're using that as a defence as to why keys are fine today?? Again, classic survivor bias right there.
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@Venzhas said:
Keys are fine stop acting like it was priority and stop compare it to moris
Reading most of keys anger threads its like people bringing keys all games and hatch escape all games too... which is totally wrong. And everybody knows it
Keys are not fine, they're worse than moris. You only have to possess the key in order to get the free escape for multiple people (and in many cases, the game will gift it to you through a chest). Moris only work one at a time where you have to chase, down, hook, rinse, repeat each survivor individually to be able to use it.
Perfect example of survivor bias right here.
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Escaped as Meg with the crown, doesn't show up
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@velosinhooo said:
Was the title thread a question or an afirmation? It started as a afirmation of opinion( I dont get these spirit Threads) and it finished as a question( ?). And you jst made another Spirit thread. Whatever tho
It's both... it's a statement of my current position, whilst inviting further clarification from anyone who might think I've misunderstood. I'm not so arrogant as to believe that my opinion is the objective truth... it's literally just that - an opinion! The basis of my opinion is based on objective factors though, so I consider it strong, but I don't claim total domain knowledge so it's perfectly possible for someone to counter my opinion with an equally strong (or stronger) argument.
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@Northener1907 said:
Scott had challange. I will be so glad if you shows us how you can counter her.
Teach us master.
You've straw-manned my point here entirely, and even Scott's "challenge" was a misrepresentation of normal gameplay. IIRC they start together at the shack (so she's already very closeby), and she starts off with full phase ability. So already - in a real game scenario - the survivor has made a mistake in letting the killer know where they are, and depending on circumstances, being out-positioned.
In a real game scenario, like I said, there'd be three other survivors doing gens, and progressing the survivor's collective objective.
I specifically said that you're not supposed to counter any killer indefinitely... the killer is supposed to be stronger than any individual survivor by design of the game, i.e. 1v4.
And I also specifically said I wouldn't consider myself an expert on either... but I have seen experts play and watch them counter Spirit a number of times.
See, this is the problem... you try to have a nuanced discussion, but it just descends into mob rule because the masses don't understand the nuance, nor the consequences of getting their perceived way.
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@StibbityStabbity said:
So everyone has brought up consistency, but I'd like to share a thought on this from a dev PoV:
More than likely, several common aspects of Killer and Survivor gameplay are chunks of modular code. Basically, there are chunks of code that define gameplay mechanics that are loaded into a trial for the Killer or Survivors and makes up what we see as common gameplay mechanics. The fewer unique mechanics, the less of these modular codes that need to be in the game, and the less that the game needs to run down the list of mechanics to fetch the ones needed for a trial. Essentially, "consistency" is really just the devs reducing the amount of needed code so that the game reads and applies the needed functions faster. This reduces bloat.
I'm not saying this is the only reason they changed TRs to be more standardized, but I doubt this benefit was lost on them either. To the devs, reducing the amount of TR types in the list so that the list was simply smaller was likely an added benefit in the very least, though I wouldn't be surprised if that was actually the motivating factor to the decision.
Also, while it may seem like TR is just one thing, it all adds up. Oblivious was turned into a standardized mechanic as well, which greatly affected Killers with stealth mechanics. Exposed did the same thing. Instead of needing a bunch of different mechanic profiles that did something similar but with small differences, it all became a single mechanic that has a variable or two that can be easily set with a float number. All of these added up to likely clean up the list of applicable mechanics immensely.
Dev here, 20+ years experience... if the code has been written like that, then its really really poorly written (which, given the rate at which BHVR introduce bugs into the game, it's quite possible).
The correct way to write the code would be to separate the business and functional logic, and make the terror radius a parameter. The basic mechanics of knowing whether someone is in/out of the TR is the same, it's only the calculation which differs, and even then the only various is the radius itself. Pi is a constant, and the other calculations are standard.
It would be extremely poor to reproduce chunks of code to do the exact same thing over and over when the only thing that changes is a single parameter.
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That's such a great idea... and Hag too!!
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Still isn't fixed in the most recent update (with the 2nd attempt at a fix)...
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Just came back after 6 weeks away... and gutted to see this hasn't been fixed.
Even more embarrassing is that BHVR apparently attempted a fix... but God only knows how they tested this being as this is ridiculously easy to reproduce and surely they could have seen their attempt did not work. Shameful... to take something that was already working, and then break it and leave it.
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It's declining because they keep breaking the game and refusing to fix it.
And by breaking it, I mean literally breaking it. This last update broke the ability to use a controller + mouse combo, so those of us that rely on this for playing cannot play any more. It worked fine for years... and then they broke it. And who knows when that'll be fixed.
So I'm out... not playing until it's fixed, and when it is, I'll see if I can still be bothered or not.
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Are you playing with controller + mouse combo? There is a known issue with fps drops when using controller + mouse/keyboard simultaneously
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This is my preferred playstyle too... soon we will change the world :D
Anyway, just wanted to chime in and confirm this is happening for me as well. I'd opened an issue in the technical because I thought it was just related to the update itself (i.e. not the controller).
For me, the issue presents when the controller is actually in use. It can be switched on, plugged in and not actively in use, but as soon as you use it, the fps drops severely.
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I don't know if it's relevant, but I was testing some other problems, and noticed the animations on the tome (the floaty particles, and cloud animation in the banner backgrounds) were running much faster than they're supposed to (like double speed).
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How is it a mind game though if a spirit knows pretty much everything you are doing when you don't know where she is or what she is doing? You are just going to guess where she is or what she is doing, if you get it right that is still not counterplay, you just got lucky.
Because the Spirit has to take the gamble that you're going to run back toward her, rather than running away and making distance which would be more detrimental because of her slow speed and the fact that she can't see you as soon as she starts the phasing process, despite not being able to move for a second or so. She's taking a gamble, and the survivor takes a gamble. It's a mind-game.
And the gamble is always in the survivor's favour if they just make distance, hence the idea that Spirit has no counter-play is just nonsense.
And it's not luck, because it's a situation the Spirit engineered. Luck is if the Spirit was randomly running around and someone ran into her.
Mind games are when both sides are on the same playing field so to speak.
And they are on the same field - you're literally making no sense. They have the same terrain and obstacles.
The spirit is in full control of what happens
She's not in control of the survivor's actions. She's hopeful the survivor will turn back, but that's not a guarantee. Very often nothing happens, and the Spirit ends up having to phase (in which case good Spirits vs bad survivors can usually recover).
When phasing she is not mindgaming a survivor, she is not capitalizing on the survivors mistake either because they can't really do anything.
They absolutely can! They can play pallets and windows, and they can stop, crouch, etc.
Seriously, you really don't know what you're talking about... and it seems you project a lot. You're either really bad against Spirit (and project that onto other survivors, thus presuming everyone is bad and therefore counter-play does not exist), or you're an amazing Spirit - even better than Samantha - to the point where you believe all Spirit players are on the same level.
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If spirit is standing still she could be waiting for you to vault into her at loops, that's not a tell because you don't know if she is phasing or not.
Her standing still isn't a mind game
These two statements are mutually exclusive, so I'm just going to say it again. You don't know what you're talking about.
By standing still, you don't know what she's doing, and she does... and she's waiting for you to make a mistake and vault into her. That literally is the definition of a mind-game! She's tricked you into doing something detrimental.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2048555#Comment_2048555
Survivors should have something they can actually do against every killer by default, based on their skill.
And survivors usually can because they have information to work with by default. Like.. noises. Huntress grunts while she hefts her hatchet up, it makes the gleam sound, and you can actually see her do it. Even nurse gives info. Spirit gives nothing. Anything you do against her while she's phasing, which you can't even be sure she is, is a pure guess. I shouldn't need perks to give me literally anything to work with against this 176% speed invisible killer who won't have trouble tracking me if she's actually good.
But no, I guess if you have any meaningful input in chases they're not the power role. Hello, old Legion.
They can.
They can hide in lockers, around corners, within the terrain in some cases, etc. They can also vault windows, and drop pallets.
But you want more by default..??
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How did I demonstrate that I don't know what I am talking about? You didn't even back this statement up.
I literally spelled it out for you. You know what they say about leading horses to water, etc.
You cited examples of Trapper hiding his red stain (actually, almost all killers need to do at on some level), Huntress winding up her hatchet, etc. Guess what the Spirit's "tell" is... she's literally standing still!
So if you see a Spirit literally standing still, then you play the mind-game. You might win, you might lose, but you can't complain you didn't know a mind-game was going on. In my experience, the best option when in doubt is to make distance, because if she is faking it, then it's just making the situation harder for her.
Simples.
When she stands still and you run, she will literally catch up to you most likely before you get to another tile.
Err, no. If that's the case you let her get too close to begin with.
A good spirit will almost never fake phasing by standing still.
Actually, they do it a lot, because survivors often mind-game themselves and run back into them at loops and pallets, etc. I do it. You know when I stop doing it... when the survivor makes distance once I'm standing still! That's counter-play! The Spirit attempted a mind-game, and you responded to it.
Bottom line, you react to Spirit standing still. Simples. If in doubt, make distance. Simples.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2048246#Comment_2048246
Why do I need specific perks to actually be able to play against a killer
Because some perks can negate survivor behaviour (like screaming, or breathing loudly and moaning, etc), and some killers rely on exploiting those survivor characteristics to their advantage, e.g. doctor relies on screams, and spirit relies on breathing, etc.
Quite frankly I don't understand why you even asked this question, unless it's your supposition that survivors are supposed to be able to counter every killer just by default. Like, seriously, who's in the power role with that kind of mentality??
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2047680#Comment_2047680
I have played quite a lot of spirit, I have been playing her since her release frequently. And yes, I also know how her power works. In fact, I know enough to know that she does not have counterplay.
Counterplay is a reaction you do that is the opposite of the action that the killer makes. For example, if a trapper hides his red stain, if you stand still and watch out for it then that is counterplay. Huntress has her hatchet wind up, you can start baiting it out and breaking LOS when she starts. Even with Nurse you can do something or react to whatever she is doing.
But the spirit has none of this.
The spirit gives absolutely no indicator of when she is phasing, and her power is very one-sided because of it since there is nothing to react to. If you vault a window or drop a pallet, you are just guessing and hoping she messes up. You are trying to just hope you bait her into making a mistake. Sure, iron will and spine chill can sometimes help, but it is not a guaranteed fix. It just makes her work harder to get that hit on you, you are still completely in the dark as to when she is phasing.
Le sigh... I think you've just demonstrated that you've no idea what you're talking about.
For a start... if the Spirit is standing still, that's a perfect time to make distance because (a) she's only 110% so it's harder for her to catch up that 115% killers, and (b) if she's faking it by just standing there, then the longer she lets you run without phasing, the worse her position becomes. She'll have to phase, and now you know she's phasing so you can counter-play accordingly. Or she'll just let you go, and you've escaped.
Simples.
Btw, you also can't judge a killer based on whether you can 100% counter-play them at every opportunity. That's the faulty mindset. You can't say "oh this killer has no counter play because I don't know 100% which side of the pallet to stand at", she doesn't know which side you're on either and has to burn through her ability to find out. A mind-game is a mind-game... sure it's tipped a little in her favour, but that doesn't mean your hands are literally empty.
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So who's going to point out that if you can catch a glimpse of the Spirit while she's phasing (and I don't see people arguing she should catch glimpses of the survivors in the same stead), this completely negates her ability to mind-game because you'll be able to tell which way she's going, etc.
Clearly some of you have never played Spirit for any significant period of time.
In many cases, Spirit doesn't phase, run and hit a target immediately. There's standing around and searching for where the survivor went and/or is going, and if you can glimpse exactly where she is when she's trying to figure out where you went, it negates the point of her power.
Seriously... just play Spirit, learn how her power works, and you'll realise you already have the tools to counter-play her. Don't just assume she doesn't have counter-play because you don't know what it is and refuse to learn it.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2045851#Comment_2045851
Clicky clicking and tbagging, sure.
But toolboxes and BNP, DS/UB, Instaheals and bodyblocking with BT is abusing mechanics?
Are they not just using the tools and strategies provided by the game to win? You encourage to use whatever means necessary to kill them, why is them doing the same suddenly abusing mechanics?
Don't shame people for succeeding.
You might want to re-read the original post which stated - and I'll quote it for you - "abuse DS/UB".
My point being that that attitude being part of the survivor mindset forces killers to play in a particular manner.
Please try to understand the point being made, rather than projecting an interpretation to fit a preconceived notion.
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@Mugombo said:
Survivor handbook: Gen rush with toolboxes and bnp, use instaheals, abuse DS/UB, body block with BT, clicky clicky tbag as much as your fingers allow.
Yes it’s an online game and you can play how you want if it’s within the rules, but let’s not normalise behaviour that makes it ######### for the other side.
And therein is the difference... you're literally describe toxic behaviour and abusing mechanics. All my points were orientated around the killer achieving their objective.
The sad reality is, survivors do not care about the killer experience... they literally only care about their own. Unless you care to point out specific behaviours that survivors can and do do that enhance the killer experience? I'll wait...
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I can't believe I forgot this one...
Rule #9 (I'll respect the #8 added)
Beware Schrodinger's Survivor: these are survivors that will t-bag you and tell you to "git gud" if you go easy or make a mistake, and are also the same ones that'll either DC or find BM you if you kill them and achieve your objective. If in doubt, go in heavy because you can always slow down and let them escape if you choose to. If you go easy, they can rush gens and gain an easy escape with no regard for your gameplay or enjoyment.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/2035042#Comment_2035042
I see you're also missing an important part.
I wasn't advocating making Nurse's blink attacks count as special attacks. I was merely asking for an explanation.
Well... being as the explanation was so overwhelmingly simple, one could assume you were trying to make a point with all of the contentions you were raising (i.e. comparing unique properties of her lunge, etc, etc), all of which are predicated on the fact that she is slower than survivors! You wrote a 3-page essay which could have been asked in a single line, and responded to in the same way.
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You're forgetting one simple point.
Every single one of the killers you mentioned can literally chase a survivor down, their movement speeds are 110%+
Nurse cannot chase anyone down if they run in a straight line, she's literally slower than survivors. So the only way for her to get an attack (outside of the survivors running back into her, etc, which isn't something you can rely on) is to blink and then attack. And it comes with heavy penalties if she misses (fatigue is worse than weapon wipe because she can't see where they're going, and she has to wait for blinks to recharge, as well as being accurate with them in the first place and not having them swallowed, etc).
By ignoring the obvious difference between Nurse and any other killer in being able to land a hit, you've undermined the entire credibility of your point.
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