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Raptorrotas

Raptorrotas

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Raptorrotas
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  • @KayTeeBee said:

    Make her a normal speed killer and then let her use Tokens for blinks. Like let her start with 4 tokens and every blink consumes 1 token. She then gains a token for every finished gen and one for every survivor hit. And if she hits a survivor directly after a blink, no token is consumed. Or something similar. At least her power should not be accessible all the time.

    And thats why survivors shouldnt decide killer nerfs.

  • @Jurasaurz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3116707#Comment_3116707

    This might be a joke, right? If 2-3 killers are overperforming than the rest 20+ killers, it says that the problem is not 20 weak killers but those 3 and they should be toned down/nerfed.

    Its a joke that "survivor+comms"/"SWF" is overperforming over "survivor"/"Solo", yet everyone is talking about buffing "Solo" up to the level of people using third party comms and some more. When you need the best killer to compete with the best survivors, then its not the best killers that are too strong.

    If the devs wouldnt be afraid to release stronger killers, they wouldnt now have to concept buffs for more killers.

  • USVSTHEMUSVSTHEM

    Just BUFF the weaker killers. It's getting tiring that buffing the weak to the top is somehow a concept only applicable to survivors in this community.

  • The burden of proof (Latin: onus probandi, shortened from Onus probandi incumbit ei qui dicit, non ei qui negat) is the obligation on a party in a dispute to provide sufficient warrant for its position.

    Like others have mentioned already, YOU claim she's overpowered, so you need to provide the proof, not the nurse defenders.

  • @GannTM said:

    They can make it fun but it’s got no shot being the most fun in the game since Spirit is already here.

    *looks at historical records of frothing survivors till they got her nerfed*

    Survivors probably will never find her "fun".

  • Just because the basekit got changed doesnt mean the differences between the killers changed.

  • They should rather put some work into the other Killers to bring them up to par, the gap between killers shouldnt be that wide. Third post today where i only can shake my head and lament the community's commitment to "buff survivor to the level of survivor with comms, camaradery and a desire to win" while demanding nerfs to the stronger killers in repeat (HB, Spirit, Nurse).

  • How about we raise the power level of the other Killers? Unless a "Kill with your Friend (2v8)" mode is introduced, the killers are mutually exclusive and no change to any killer ability will affect the performance of other killers.

    Its weird that the whole community is friggin okay to buff survivors to close the gap between survivors and "survivors with comms, actual cameradery and a desire to win", even with buff ideas that are way stronger than comms ever be, but Killers are instead also cut down at the top ( Billy NURSE and Spirit say Hi.)

  • I think killers want to go for the 4k because its their objective thats gets rewarded with a bonus for achieving? the same as is escaping as a survivor? I want to point out that theres not even modifiers for the amount of escapes or kills, you get bonus points for escaping yourself or killing ALL survivors.

    The community is weird anyways, Killers are somehow obliged to play nice and maybe let someone go, be content with 3 kills, but survivors barely offer themselves up to the killer at the end. Yes, yes, they do at the start because they heard a shriek and decide to screw over the 3 other survivors, but I'm sure people will agree that theres a difference, hopefully. Rant over, back to the topic lol.

    The hatch sadly is still necessary because survivors will just stop trying once they decide its "not worth it" anymore. Slugging for the 4k is a strategy to delay an unfavorable situation (Hatch opens), just as 99'ing a door (EGC starts) (which is strangely accepted unlike slugging). We cant delete the hatch because survivors will not do gens in a hopeless situation, but survivors willl also go for the hatch because it's easier/safer than doing the remaining gens... uh,... what a nice chicken or egg conundrum.

  • @Seraphor said:

    And the cycle repeats itself.

    There will always be "that one killer" survivors can't tolerate and whine until they get nerfed.

    First it was Freddy, then Spirit, then Wraith, now Nurse.

    I remember back when Spirit was on the chopping block. "It'll never happen to Nurse, we all respect that Nurse has a high skill floor, Nurse is fine!"

    You forgot "We like how he performs so we nerf him" Hillbilly.

    Good ol' Community, always wanting to nerf [Top Killer here]. Sad its only applicable to the Killer side, after all, the only differences between Solo and SWF Survivors and Survivors who use Comms are not game mechanics.

  • So why isnt the 4th picking up the 3rd?

    Boom slugging solved and the 3rd "can still play the game"

  • I think the devs could strike a balance with their current "pick cautiously"-bloodweb and some sort of "buy random in bulk" boosterpacks.

    They could also add an option to just skip or remove animations for the web.

  • @Slingshot47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110373#Comment_3110373

    Roughly speaking, yes. My only concern, in this case, would be finding a good baseline that doesn't make the game feel insane. The fighting game philosophy might not translate well into an asymmetrical game, but I thought it was worth mentioning.

    With how the community looks at the killer side this concept obviously doesnt work in dbd. Most often only the upper tiers of killers get looked at just to be nerfed. Billy, spirit, nurse currently (again) currently flavor of the month.

    The killer tier gap is looked at with OP's approach of "nerf it all down" while the soloswf gap is the "buff it up" example.

    Truly some marvelous us vd them bait, lol.

  • Cant the 4th survivor just... pick up the 3rd?

    I mean its rather difficult to imagine the last 2 survivors doing anything except waiting for the other to mess up and get sacrificed so they themselves can get the hatch. Why try zo do something risky when zhe hatch gets unlocked for just being the last one standing.

    "Let us snake around or skip undesireable disadvantageous situations" - the 3rd disconnects so the 4th has less waittime for the ez way out. Reminds me of 99'ing the gate.

  • Wow kneejerk nerf at its finest.

    Also:

    "Whining on the forum only helps when killers do it."

    Another patch to prove the opposite.

  • @BlightedDolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108193#Comment_3108193

    You don’t need to wait to see if they have it. Treat every killer like they have it for the first few hooks and see if your gen explodes. If it doesn’t, you can stop letting go of the gen. If it does, continue doing it.

    Survivors just suck at following instructions to prevent perks from affecting them.

    For example, Killers got conditioned by DS and DH, survivors come here to whine about Noed.

  • Aura reading is the strongest kind of free info, being infinitely more accurate than what comms can produce.

    Survivors are currently in the same situation that killers always ended up in the theoretical gapclosing between solo and swf. You're currently hoping for some promised compensation for the buff your enemy team just received.

    I personally find it hillarious how survs are reacting currently considering how they told killers to "wait for the undefined compensation" in those solo-swf discussions.

    Getting back from my rant back on topic, if you gave free permanent auras for survivors, it'd change the whole dynamic of the game, for a lack of better words.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105577#Comment_3105577

    As opposed to a mechanic that is currently abused by killers?

    Because camping is absolutely an abuse by the Killer. You aren't supposed to be camping the hook.

    Campong is a strategy, not a mechanic.

    There is no rule or mechanic to enforce that rule against camping. Thats why the devs tried to test it on those ptb years ago.

    Survivors used those mechanics in unintended ways and thus survivors are the reason survivors cant have nice things.

  • Sep and Nov 2016 they tested similiar mechanic, static circle instead dynamically expanding, survivors abused it so hard devs decided this mechanic will never work.

  • @maximo99ac said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103915#Comment_3103915

    oh yes the devs should make 23 killers overpowered instead of nerfing just one, please people use logic.

    Your appeal to logic fails spectacularily considering your first instinct to overexagerate any potential buff to other killers.

    @maximo99ac

  • @Wewantjason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103873#Comment_3103873

    You are expecting the people who are complaining to do math sir.

    @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103849#Comment_3103849

    Even with the 10 seconds the buff is nothing.

    22% of 80 would be 18 seconds with all 4 injured.

    22% of 90 current thana is 20

    Old thana was 20% of 80 16 seconds.

    Everyone is complaining about Thana going up by 4 seconds with everyone injured.

    Thana is not the issue whatsoever.

    Additionally, those people somehow think that thana will be at full power for all gens.

  • The Public Test Build, also known as the "PTB" is a special BETA-branch of Dead by Daylight exclusive to the Steam version of the Game. Public Test Builds are a way for the Developers of the Game to test and receive community feedback on major upcoming changes prior to their release. The Public Test Build uses a separate save game state created about a week prior and does not affect the Player's main save game in any way. A Player can switch between the two builds by opting in and out of the pub

    According to the wiki, they tried implementing a 50% sacrifice speed penalty for camping in the ptb of september 2016, and a total stop of sacrifice in november of the same year. Apparantly the survivor behavior made them stop considering that solution ever again.

    Without the time pressure of a survivor possibly dying on a hook, the other survivors have no urgency to go for a rescue. It only result in the poor poor hooked survivor to hang in there longer.

  • Cant we just buff the other killer abilites if we want to make nurse strand out less? Especially if at least 6 of em are considered weak?

  • Why is camping at 5 gens bad? Whats the difference to 4 gens? In this forum, there was a mention of 3 gens dropping within 10s of each other, often during the first chase.

    What arbitarily chose time limit handicap do you need for the killer to start doing his thing?

    Alternatively, how outraged will you be when i tell you that survs camp gens at 0 hooks? They even do multiple at once *gasp*

  • @C3Tooth Hah, nice to see I'm not the only one who thought of a plant based killer. (or pseudo-plant-growth based like my concept lol) edit: found your gardener spirit <3 picture while checking the forum if i ever wrote one of my concepts down here.

    ----

    Right before the Blight was a thing, i had a rough concept in mind of a zone denial killer, Inspired by mutliple sources (starcraft creep, warcraft blight or Natural selection2). Sadly our hunchbacked speedster stole my concept's name ;P I dont remember if plague was a thing back then, but it was supposed to haveve a debuff mechanic similiar to Madness or the Plague. "Throw cysts to form a network of creep that slows down survivors and infects them with debuffs".

    Design wise I particularily didnt care much because I'm more interested in making the ability, not the clothes or the addons. But i guess something like this Super Zombie of Wow was passable, Conceptually i thought that tossing those pustules as cysts or slimeballs at survivors might fit.

    Untitled Image

    The Blighted, very much WIP

    105%-110% MS?

    Special Ability: Spreading Infestation

    Hold M2 to throw Cysts to spread Creep in an area. Survivors touching Creep will hinder them and will build up a Disease. Directly hitting a survivor will cause a small buildup of Disease instantly and cause the survivor to temporarily leave a small trail of Creep.

    • Cysts will mature into bigger forms over time, gaining collision once bigger and spread creep farther away, even further away towards other Cysts.
    • Cysts can be destroyed by walking over them, Grown Cysts need to be destroyed like totems.
    • Grown Cysts regularily release spores (clown gas effect) that build up Disease faster, in a small area.
    • Undestructible Cysts will always spawn in the Basement (Spreading Creep from the top of the staircase) and the locations where the basement COULD spawn.
    • The Blighted gains MS on creep, lasts for a few seconds after leaving the creep. (max 115%)
    • Survivors are slightly hindered on creep (way weaker than clown slowdown of course, maybe only 1-2%)


    The Disease was supposed to have effects on skillchecks and slight debuffs to repair etc, cant remember the details. It was supposed to be something like madness. I dont remember the cure method tho, I think it wa ssupposed to simply last a certain duration and then regress once you stop touching creep.

    Since im slightly Killer biased, i guess back then i wanted it to be more charge based than ammo base, meaning you had like 5 cysts and recharged 1 per X seconds instead of a reload like clown or huntress.

    Back then i didnt post it in the forum because i thought that the geo-effect (the creep on the floor) might be too much for dbd.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097294#Comment_3097294

    um...no. Just the 10 seconds added to EACH generator dwarfs the 5 second built in borrowed time.

    But you can't look at it this simply. Breaking the pallet faster, recovering from swing faster, and survivors getting a speed boost after hit for less time all work together to DRAMATICALLY shorten chases. The chases are especially affected at lower MMR where the survivors don't know how to squeeze every second out of a loop. Admittedly, it's hard to put a number on how much time these changes took off chase, but I would guess its in the 5-10 second range.

    50charges total gen time isnt that much more than 45seconds of waiting out freeBT (9 of 12 hooks are able to be BT'd). And it's still possible to split those 50charges for up to 4 players.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097210#Comment_3097210

    EGC kill doesn't happen unless survivors intentionally give it to killers, pretty similar to hatches eh?

    To add to that, similiarily to "killers slugging to deny hatch", survivors are also "99ing gates to deny the EGC". Yet the former is frowned upon while latter is totally acccepted by everyone.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092791#Comment_3092791

    What happens if some random solo tries to tell me what to do via a chat wheel, and I think it’s a bad idea, and they decide to just spam their demand over and over? What happens when people disagree with each other, but the chat wheel doesn’t give enough options to properly explain why people are disagreeing?

    Why do we always assume random teammates are going to be rational and team players?

    Make messages non spammable, duh? Common sense in current gaming? Even tahxic LoL or DotA have that?

    As for the assumption part. Its not the devs nor killers fault or responsibility that survivors dont want to work together unless theyre in a a discord call. If theyre not doing what you want them too, do as survivors have been doing forever: call each other idiots.

    Untitled Image


  • I think he looked nice in that movie, bu they could do it without license tho. They'd need to do a good moveset too.

    Although they cant have a true headless horseman because they wont be abe able to sell funny hats for him.

  • Before the patch it was common for up to 3 gens to be done before the first down. Thana often wont affect gens for their full charges, especially at 4stacks/full power. Even with the new changes.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090029#Comment_3090029

    Or bring swf down to solo levels and limit their numbers or give them a handicap.

    Sadly survivors have proven already, back in the days, that they be willing to lobbyhop till they're "4 strangers who happen to be on each others friendlist and in the same discord-chatroom". Depending on the restrictions, it'd happen again.

  • @_VTK_ said:

    Why I think "action icons" (who is being chased, who hears the heartbeat, who is working on a gen, who is healing etc) is the only good way to bridge the SWF-Solo gap

    Proximity chat problems:

    • I don't want to hear any people I don't know in solo games
    • It will be abused
    • it will destroy the atmosphere of solo games
    • There's a problem with different languages, especially in Europe
    • Some people will refuse to talk
    • Some people can't talk, because they don't have a headset or for some other reason
    • If Killer starts chasing you and you are far away from other survivors, how do you signal them that you are in a chase? Same applies to repairing gens etc
    • 2/3 man SWF won't share any info with solo survivors

    Chat-Wheel Problems:

    • Many people are too lazy to use it
    • If Killer starts chasing you, you have to press a button and choose the appropriate message, you simply don't have time for that or you will go down
    • Each time you start working on a gen you have to press a button and choose "I'm working on a gen" message. Who would do that? And each time you stop working on a gen you have to press something else again? No one will do it.
    • 2/3 man SWF won't share any info with solo survivors
    • I don't want any additional GUI clutter

    We already have state icons in the HUD, they just need to be expanded, why do we need a second system for information sharing? We don't. It's passive, it means the information doesn't rely on other survivor's will to share information, it doesn't require any input from you, so you can do more important things in the game, it's language-neutral, it's always available to all survivors.

    "Action icons will also buff SWF": They will, but not nearly as much as soloQ, that's the main point. Solo and SWF will never be the same, we just need soloQ to be much closer to the level of SWF. It will make it easier to balance DBD the proper way and make more fair games for solo and killers.

    "Survivors will be too strong after such a buff": no one is talking about buffing survivors here, if survivors will become too strong DEVs can buff killers or nerf survivors in a general way.

    Your last point is funny in the context of the current patch. "Let's buff survivors, killers can wait a while" is exactly whats happening just role reversed. And people are loosing their goddamn mind over it.

    Also: SWF WILL USE ANYTHING BETTER THAN SOLO, because they actually care about each other getting out, or have weird mental gymnastics that make 3 dying to get 1 out a "win for the team" somehow.

    As for the chat wheel? Does anyone here say it should be implemented INSTEAD of the icons when the devs already did mention those are in the works? Its just a middleground between nothing and real comms, just with predetermined sentences instead of "squeaky teen screech". The basic callout "Focus Reparing" or "heal me" are so useful. The game or survivor doesnt have to stop to activate a button and flick your cursor in a direction for a moment, IF its to clunky or slow, then thats on the implementation, not the concept.

    The whole "wont use it" is stupid. "We have those tools but decide not to use them correctly or at all" is actually on the players, not the devs to balance.

  • So like she "vaults" into a wall, is the restricted to said structure and then has to "vault" or "pig dash" out of it again? Seems kinda weak.

    Might be a good feasible for a weakish new killer, but to propose this as a Nurse rework? nah, you should've gone into more technical detail.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090744#Comment_3090744

    Do explain how you've come to that conclusion, because part of playing with friends is volunteering information. It would be a huge buff to solos, and wouldn't benefit SWF at all since they're already relaying that information to each other.

    https://forum.deadbydaylight.com/en/discussion/comment/3090708#Comment_3090708

    They could always just remove endgame chat. Console doesn't have it and we do just fine without the extra toxicity.

    • devs add action icon
    • All survivoes now instaneously see actions
    • Swfs dont need to use comms for that anymore, because swfs still are survivors.


    I'm not sayong it'd be bad to try to close the gap. But its asinine to pretend such buffs wouldnt benefit swfs too. Depending on which info is added for free, it might help swf even more.

    Tldr:

    Anything added to survivor can be used by "solo" and "swf"

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090588#Comment_3090588

    It leaves them without information. Let's say Survivor A & B are on gens, Survivor C is in chase, and Survivor D is near Survivor C unsure of whether or not it's safe to work the nearby gen. If Survivor D had information to tell them what their teammates are doing, they'd know they can jump on the gen.

    This information doesn't benefit the 3-man SWF because they already have this information via comms. A & B already know that C is in chase. A knows B is on a gen, and vice-versa. The information benefits Survivor D because they're solo-queue.

    Wrong.

    The SWF now gets that info without the need to actually use "brainpower"/current awareness/remember to ask for it.

  • @Tsulan Hard talking to so many brick walls, right?

    ----

    Comms do not give info, they RELAY or SPREAD info. They're also prone to human error or delay as the survs still need to decide if they want to spread the info they gathered. There are only a few mechanics that actually do what comms do, without giving more.

    UI-gimmicks like the action icons are instaneous, permanently available to survivors, if implemented, Auras would be gamebreaking, as they'd be even more precise.

    And as for the "it doesnt buff SWF"-crowd. "Solo" and "SWF" are still mechanically both just "Survivor", the devs wont just suddenly start adding differences. "Survivor + [Free info mechanics]" will still be weaker than "( Survivor + [Free info mechanics] ) x Comms". Best Case Scenario? All those Info mechanics just MOVE the Solo-SWF-gap upwards. Worst Case: The gap widens even more.

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089799#Comment_3089799

    I wasnt talking about devs intentions with the kill rate.

    Killer needed to be brought up to handle higher end swfs its just a fact. This patch was good.

    I would agree that base survivor should be looked at next so that soloq can be elevated like killer. See how that works? balance

    Your second paragraph made me remember the often proposed

    "close solo-swf-gap, then buff killers to compensate", followed by

    "how long would killers have to wait and play against those now buffed survivors without the promised compensation?"

    This patch somehow feels like a reversal of that situation, killers are buffed and survs are indeed complaining about the soloq-goodies.

    Not thatr killers OR survivors would behave any bettet in that scenario.

  • Earnest question.

    At how many % of your objectives done is killer allowed to start working towards theirs?

    You're actually complainging about killers doing their objective before you finished 2 gens, thats 33%.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081147#Comment_3081147

    That’s not true. kindred basekit and icons showing survivors icons wouldn’t benefit SWF.

    And you can say kindred isn’t good because your team can ignore it, which is true, but at least I could free a perk slot to put on prove thyself and try to genrush since that’s everything you’re supposed to do now.

    As SWF has the same gameplay as solo, both being "Survivor", except one is using third party tools for an advantage, they would benefit using the free info provided by icons. It's information available to your teammates without the need of ANY input on your part. You dont need to ask for info if its simply given to you by the game. You can be more precise with inquiries from the get go, or stop wasting time GETTING the info and start USING it more quickly. I'm not gonna go into how broken ping/aura tools might become (good runners could see the hunter's aura nearly permanently in Deathgarden)

    While yes, Survivors can and will ignore info privided to them, but thats on them, no fault of the system if you dont use it correctly. Same thing happening on current comms with the "we're only using it to chat about our days and talk about cute dudes"-crowd.

  • Wow, Thana is only ever be at max if survivors let it.

    I think its funny. "OMG 22% slower Gens" , "OMG 50seconds extra gen time". Generators take total 50 more charges, which can be done in 20 seconds, plus travel time. Remember the 3 gens in a chase argument? I doubt thanatophobia is often at full or even half power for a whole gen. More often, 3-4 gens will have progress before thana even starts having an impact on the trial.


    Edit:

    As to contribute to the topic, i guess the devs got different statistics this time around. back then it mightve been too oppressive, but now it simply isnt anymore.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078298#Comment_3078298

    I see you are just a troll. One last time, though.

    I never said playing killer is "easy."

    I said it has become "easy-win"

    Nurse is not easy to learn/play. But, she is very easy to win with. See the difference?

    Seems you have very little experience in the game, though. You should learn the game more before you complain. Actual good/experienced players see your comment and laugh at how bad/new you sound.

    Could you please elaborate what the difference between " easy" and "easy win" is?

  • For such a killer sided forum there were a lot more survs recently whining to gut nurse, and even call out "those 5 nurse defenders". I had a good chuckle.

  • Lol. And all survivor perks should deactivate after the first gen is done.

    ...

    That was sarcasm.

    The "deactives after a kill" condition sure wasnt a good idea if it made people think it'd be good on other perks. It was purely added to kill ruin, nothing else.

  • Thats great and all but those 50 additional charges time can be as well done in ~ 20 seconds. I reckon youre awar that survs generally tend to work on multiple gens simultaneously.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073071#Comment_3073071

    The little lower could be solved by simply delete Dead hard.

    Look at overall, there are alot of little things go with it.

    • 50sec Gen
    • 10% faster M1 cool down
    • 10% faster kick
    • 10% shorter speed boost on hit
    • Buff on anti healing perks (which is good)
    • Nerf on healing perks (many change are questionable)
    • DS nerf (also cause Unbreakable harder to use. DS alone is fine, but should not be paired with Unbreakable)

    The Gen time buff may not so needed, it was because of 3rd health state from DH that should not exist in the first place.

    While that is a nice summary of the changes, I think the 5x10seconds are overblown by most people. there might be up to 4 people simultaneously doing those 50 seconds, which makes it 12.5 seconds expanded total gen time. And i even feel stupid right now for writing down those number because "how often are survs actually spread on 4 gens at any given moment" (but it works for thana-haters, so whatever). But if the old anecdote of "3 gens done in a chase" is true, then those extra seconds on gens might be as well just 20 seconds extra (3x simultaneously first wave in first chase, then 2x simultaneously)

    The other thing to remember is, the worse survivors fare in a trial, the LESS impactful are the actual generator times, as the Hatch becomes available soon. In the current flow of trials. Isnt it still common for actual gen repairs to go down to a standstill as soon as there are only 2 survivors left waiting for the other to die? Only true "lets all escape"-swf's would do gens in that situation. But there are plenty of "one of us escaped, we all win"- groups tho.

    I do agree tho that the selfcare change was questionable at best, especially since COH's basic self healing was untouched.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061193#Comment_3061193

    They always travel together, upvoting each other's nonsense. Don't worry too much about it.

    And you're in all of those threads too. Weird huh?

    As if thered be a list of all recently updated threads with their names displayed for everyone to see. I guess if you'd be invested in certain discussions some of those threads are kinda calling you out, huh?

    Pot, kettle. Except the pot has good arguments except nurse bad.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059340#Comment_3059340

    Double back, breaking LOS, reading the nurse herself. Which includes watching the way she's turned(which is telling on if it's a corner blink or a prediction) Knowing timings for how long she's about to blink. Flashlights, if you're good enough. You're welcome.

    But professor, those are just countermeasures all professors keep citing, those arent the viable, 100% surefire way to always lose her in chases, finish all generators, not get hooked and escape buttdancing - countermeasures. /s

    His emphasis on VIABLE measures proves yet again you cant force anyone to listen.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056741#Comment_3056741

    When is camping necessary? When you have 0 kills and there’s only 1 gen left? And what can a surv do when there’s 4 gens left and 2 survs alive?

    Do gens.

    Or far more likely try to outlive each other, waiting for the other to get hooked and sacrificed for the hatch. And if that fails,the selfpowered gates.

    I though this was common knowledge by now? Rhetoric, no need to answer.

  • Every killer needs muscle memory to apply their special attacks. This reads as just another hitpiece against nurse tbh.

    Cant be sure if the hate is because its nurse that is the strongest, or because she is the strongest.

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