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Raptorrotas

Raptorrotas

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Raptorrotas
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  • Punish survivors for getting hit mid action.

    • When hit during a continous action (repair, heal) they should flinch in place for a moment, temporarily immobilizing them and apply the penalties of a failed skillcheck.
    • When hit while vaulting, the remainder of the animation should be replaced by a slightly slower one.
  • @LordGlint said:

    Im pretty use to having games like THIS where I get instant DCes. Not sure if they should really be counting these as kills. I actually started putting these in a sidefolder on my PC...

    https://us.v-cdn.net/6030815/uploads/460/I9LM42IBEZ38.jpg

    Ive been joking about it since the EGC-changes, but im sadly impressed to see a "only hatch escape"- bloodpoint score for a survivor.

  • Well, regardless of her position on the power scales between survivors and killers or the tier list of killers...

    The changes were bad

    They tremendously nerfed her maximum potential by reworking most her addons into trash, the devs either didnt want strong addons or had no idea what to give her, so she got two speed limiters...

    They nerfed her minimum potential, her basekit. It weakens firstly weakens her chase game, which wouldnt have been that much of a nerf if she had the same map pressure despite that nerf, BECAUSE for nurse her chase game is also her map pressure or map travel in general.

    I think ive seen a comparison to 115% killer map travel... The 115%er was faster than the nurse... So much for her "still godlike" map pressure.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/806390#Comment_806390

    Oh wow, I wrote Rework instead of Nerf. Nevertheless, most of the time people are talking about Rework when they talk about Legion. even the Devs talked about a Rework.

    Yeah, you 100% have a point here. And it is so much important, wow. This should totally take away the other 99% of my post, sure, sure.

    Who said I didnt agree to the Legion-prefix part? It was overbearing and quite exploitative in nature, but the so called legion rework consisted of fixing those exploits and adding a whole load of nerfs to it.

    Same with nurse, there was no rework, only nerfs to her max potential (the addons) and her minimum potential (base kit)

    And excuse the ridicule, survivors do not have fun when facing against killers that are "strong". thats why those are not weak killers.

  • Debuff addons on survivors next to a blink target location would've been better received...

    She got 2 "Speed limiter" addons, which is ridiculous.

    The Anxious Gasp" needs a bigger area of effect, I heard you need to pass through them. For a rare, the effect is quite weak.

    The Torn Bookmark" should reduce fatigue or replace it with HB/Legion's slowdown effect. No harm in that as she cant just teleport through walls to the surv. Maybe add shorter cooldowns.


    EDIT:

    The 115% addon is funny, you become a nurse thats PUNISHED with becoming a 115% killer after using that ability instead of a normal killer with 1 blink. The Matchbox UR is actually what this addon should be, although 4.4m/s wouldve been better.

  • @Aven_Fallen

    You do realise that comparing legion/future spirit/nurse's case to a rework is utter crap?

    A rework makes it a completely new killer with a new skillset, what Legion and nurse got were NERFS. The only rework up to date was Freddy.

    No sense in downplaying that.

    Incase you didnt pay attention to all the discussions around Spirit, NO ONE ever drops the idea of a rework, only nerfs.

  • Regardless of who finds it first, IT IS a free escape if it happens to be the survivor.

  • My recent killer concept is based around placing "entityblocker"-walls (that slow survivors down a bit when touched, and injure survivor when touched for too long) or traps that spawn huge circular cages made out of such walls, plus some randomly placed walls in those cages. The slowdown effect would spread to nearby normal objects.

    Its generally to block loop routes or punish attempted "optimal" pathing.

  • Do you know those " would you slap your GF for 1000€?"- bets?

    Now replace the GF with some random jackass on the internet.

  • Sadly rank ingame has nothing to do whether you're a "main" or more leaning towards a side.

    Fact is that most obviously survivor biased killernerf ideas start with claims of being a killer main. Yours is among the more reasonable complaints.

    And what if i told you that its intended design to use an addon to downplay the downsides of another. *remembers old trapper addons*

  • @Mochan said:

    So there's a Survivor Illuminati on this board and they're secretly pulling the strings behind everything and making life hell for killers?

    Get real.

    If this were true BBQ would have been axed a long time ago.

    Naah cant axe bbq because its mitigating survivor issues (camping, tunneling) but on a kilker perk!!!!

    If it were axed, those complaints would rise again. And the devs might release perks the survivors have to equip to mitigate those issues again. Cant have our illuminati obverlords have to equip perks to get rid of their issues.


    Bad joke aside, i dont think there a survivors intentionally aiming to nerf the top killer one after another. But such movement simply gets snowballing once a few people of questionable skill start it and people keep agreeing.

  • Oh? Im honestly impressed they made that healing-over-time scale with %-boni. Do penalties apply too?

  • Its a downright nerf for a killers whos dependant on getting ambushes on UNSESPECTING survivors.

    The others can just cancel their stealth and go happy hunting. "Normal" Myers needs to get that unsespected ambushes.

    As for mirror myers? Spinechill hardcounters that playstyle now.

  • @TheRoyalOwl said:

    https://forum.deadbydaylight.com/en/discussion/comment/799678#Comment_799678

    That just because most of the killers are m1, and aren't really balanced for rank 1 gameplay.

    So whats being done against that unbalance?

    Nerfing the killers that ARE viable against survivors with a brain.

  • Unlike the other stealth killers, Myers cannot cancel his stealth if he cant get an ambush in.

    Similiar to nurse's dependancy on her blinks, Myers depends on getting ambushes in in EW1 (that includes stalking); Survivors being able to get early warnings against him now is a hard nerf to his kit.

  • Hit your head on the way out.

  • Her new addons suck.

    2 "speed limiters"

    "Lets make the nurse a 115% killer..." UR

    The obligatory "undo the nerf"-cooldown addon. I cxan already tell that its the only addon getting fished for on the web. Same as what happened with legion.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/790566#Comment_790566

    I can see one issue from 2 killers trying to double team 1 survivor.... gen pressure.

    The more you try to cheese chases, the more survivors are scurrying around to kill gens. I honestly think they should try it out as a game mode even if it doesn't count toward rank, just for fun. There would obviously have to be some tweaks for instance the last time we had a multiple killer glitch, things like mend and terror radius would mess up.

    Im impressed that theres another person aware of the stupidity of intentionally double teaming a sole survivor.

    Same witht the "1 camps, 1 hunts" concern of the same crowd. It turns the game into a 1v7.

  • Theres a flaw in that argument.

    • As solo, he apparantly is playing to win, or atleast do as best as he can
    • With his buddies, he's goofing around.

    Of course there wouldnt be a huge difference then, they're not even trying nor using the tools theyve given themselves.

    "The fact that most people goof around instead doesnt invalidate players using it effectively." Gonna remind all folks that this concept is getting killers nerfed.

  • 1% penalty means 80.8 seconds generators.

    10% penalty is 88 seconds

    16% penalty is 92.8 seconds.


    A generator takes 0.8 seconds longer to complete per 1% penalty.

    Thanatophobia is kinda weak in that regard as its often being joked about as the perk that only turns the progress bar red.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/792171#Comment_792171

    At least I got one done rather than none right?

    Considering you need to kill 4 Survivors as your ultimate goal, at least you got 1 out of 4 killed... it's better than having a 4 man escape.

    Oh boy to be so upbeat again.

    I bet you're one of the few owning a high pressure cleaner to get rid of the saltcrust.

    Btw im amazed there are other people who know about a killers goal.

  • Doesnt matter if the swf players are too bad to make use of it, they can and will get information they should not (or would otherwise not ) have by using voice chat.

  • The winner shouldnt gg first, that all there is to be said about the topic. Saying it first is just bragging or rubbing it in.

    Other than that, dont tell a killer to be happy with one kill. You probably dont like to be told to appreciate getting just one generator done either.

  • @knell

    Oh i loved one of such in a custom map in warcraft 3. Another similarity between those guesswork games and DBD would be the ability to break the game balance by teaming up or external voicechat 😂

    @knell


    ----

    @Peanits

    With all due respect, but adding "fun" into the argumentation makes it worse. I'll spare you the hillariously modified list, but

    • [Insert Killer] is "unfun" because he didn't miss his [Insert Ability]
  • @starkiller1286 said:

    https://forum.deadbydaylight.com/en/discussion/comment/790465#Comment_790465

    Amanda can choose when to crouch Myers has no such choice and relies on getting the drop on survivors to stalk to t2

    This!

    Unlike the other sneakers, myers is stuck with his drawbacks until he sucessfully ambushes people.

    He cant cancel it like the rest.

  • ... So what would she be gaining for the tremendously bad drawback of losing her invisibility, the usage mindgame and collision?

    Cant see ######### except memetically bad scratchmarks AND is visible?


    I think killers produce more viably fair survivor nerf ideas.

    Survivors just memetically suck at balancing killers.

  • Sorry but that argumentation is weak. It boils down to "cant loop that killer" due to being applyable to nearly anything shortening getting downed.

    • Theres no interaction between me and SPIRIT, she just dissapears and i blindy movepredictably like every looper, every game... why do i get hit?
    • Wahh cant just loop NURSE, she teleports to me but i wait at pallets when she fatigues.
    • Waaah HB stealing me a healthstate, wheres mah interaction?
    • Waaah LF stealing me a healthstate, wheres mah interaction?
    • Waaah MM stealing me a healthstate, wheres mah interaction?
    • Waaah GF stealing me a healthstate, wheres mah interaction?
    • Waaah PL stealing me a healthstate BUT FROM RANGE, wheres mah interaction.
    • Waah I stepped into a TRAPPER TRAP, wheres mah Interaction?
    • Waaah [Insert perk/killer/mechanic here]

    Im intentionally exxaggerating.

    Why should a killer's ability benefit survivors in any amount comparable to its amount of usefulness for said killer?

  • Probbably leftover code to make sure that the legion stays weak even after getting nerfed to rockbottom.

  • IDV does something like that already and it barely triggers

  • Individual buffs or are general "killer-fasvoring-mchanics" allowed?

    1. Survivors now have to build momentum when starting to move, similiar to killers
    2. Survivors now flinch in place, becoming unable to move for a moment, when hit during an ongoing action (healing, repair, sabotage etc) and regress that action like a failed skillcheck.
    3. Being Hit during a vault slows survivors remaining vault time by a moment
    4. Regression now is only removed after 2 charges have been repaired (the ongoing regression will make it take more than 2 seconds). Optionally increase regression to 0.30 - 0.33


    Individual killer buffs have been discussed a lot, so I'd probably just repeating mainstream ideas

  • Remember that suicides also skew the statistics to show killers more lethal than they are.

  • Enabling the Killer to hear the theoretical VC of survivors would lead to 3 things.

    1. Survivors would use 3rd party software the killer cannot hear instead
    2. Survivors would ONLY use the ingame VC to insult the killer
    3. Killers would either need to mute everyone ingame EVERY TRIAL out of habit or straight up disable it in the options.


    Adding VC would break this game, havent you seen the CWF-complains or SOLO-CWF-debates?

  • @FairP1ayer said:

    seems abit redundant since Openhanded has an icon that appears on the screen to signal increased Aura reading…

    repair speed and mangled get displayed too even if theres a "effiency"-icon at the action-bar. Same for as example Thana's red perk icon for survivors.

    Remember that survivors wanted to get all that redundant info stuffed in their HUD.

    (Getting more info has been a constant demand for survs since forever and is still going strong , see the solo-cwf gap debates)

  • @anarchy753 said:

    Because other add ons provide beneficial effects as well.

    If you can't play around a tiny cooldown, like most people were already able to successfully on the PTB, you can spend your add on slots to play Nurse essentially without a cooldown.

    In doing so you're opting out of increased range, faster charging, lower fatigue, or the many strange effects on her new add ons JUST to be without a 2 second cooldown.

    The major difference is that now you can't be without a cooldown AS WELL AS having huge range, or faster charging, etc.

    wasnt her cooldown recharge starting waaay to early in PTB because of a bug?

    The people were testing the bugged version and hated it, not the "intended" even worse thing.

  • The problem with Myer's EW1 conversion to the new mechanic is that he cannot choose to just disable the negative parts of his stealth in EW1, unlike the other Stealth killers.

    • Pig: can just stand up, disabling her stealth.
    • Ghostface can stand up anytime and still be undetectable, but it slightly increases his risk to be revealed.
    • Wraith doesnt care and just whooshes next to the survivor anyways, like he always did, he has to uncloack anyways to attack.
    • Myers in EW1 needs to ambush survivors to tier up, he cant just "nope gonna chase normally".


    Myer's is the only Killer who actively LOST something in that conversion. If he cant ambush them in EW1, he is screwed, while the other 3 just go M1.

  • @StarMoral said:

    This spirit hate really just came out of nowhere didnt it?

    The cynic could argue the survs managed to get the the best killer "slightly adjusted" and now go for the next best target.

    In reality theres always been people salty at spirit because she's actually invisible and doesnt have to give a headstart, like wraith.

  • Survivors should maybe wait till the killer REALLY is going away from the hook, not just out of terror range.

    And if a survivor can witness the killer patroling in and out of range, then the killer's intuition is actually spot on, afterall THERE IS A SURVIVOR NEARBY.

    Alternatively, the attempting unhooker still has the choice to just... maybe leave the hook alone if it's too risky.

    Even after the safe unhook penalty.... the bait is still calling them in like a siren's song.

  • Just gonna nitpick at the "ignores pallets" argumentation.

    Nurse doesnt ignore pallets, she can play around them. Fine difference.

  • Not Henry or James?

    Triangle head might be hard to get a kit designed.

    Safe head man should have the safe teleport tho.

    Actually surprised to see haunting grounds. Yandere homunculus maid... perfect fit for dbd.

    But heather and fiona dont deserve this terrible fate. *heather shooting down the dbd killers with an infinite smg in the background*

  • Might sound somewhat weird coming from me, but being a good survivor is probably a bit harder than being an average killer.

    For killers, theres a limit on how much your skill can influence the killers kit, adding a limit depending on your killer choice. For maximum "killer role potential" youd need to be good at the game and choose a high tier killer.

    For survivors theres no such hard limit. Your skill is the most influence on your performance. Both potatoes and depip god squads have the same tools at their disposal.

    But remember, this is a 4v1, even if it's easier to get into liller, doesnt mean thats favoring them.

    Edit: before anyone calls me out on it, yes bad teammates will obviously influence your performance.

  • "The hatch closes permanently if a gate gets opened"

  • Wouldnt it be easier to just add those conditions and consequences to the forfeit/Leave button in the pause menu than adding it into the trial itself?

    Savvy groups of friends might start that "totally 4 randoms"-lobby hopping again to get some quick BP.

    And in legitemate situations...

    This is extortion and doesnt solve a hostage situation the kiler would be the victim in. Also applies for switched roles.

    "Not gonna do stuff but waste your time, but you can pay me to solve it".

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/784315#Comment_784315

    It sounds ridiculous because it is ridiculous.

    It's not a coin toss. The killer has far more chance of killing one survivor than a survivor has of escaping.

    It's closer to a die roll.

    • Survivor Escapes on a 6 on d6.
    • Killer must roll 4d6 and get 3-6 to kill a survivor.

    That's a much more accurate depiction than your clumsy metaphor.

    Well, sad thing is I know its ridiculous, but survivors still want that 50% chance. Each of them.

    Your example metaphor is interesting tho. I totally forgot to add the hatch. "It doesnt matter what the killer rolls if a survivor gets lucky"

    Im aware its impossible to give every player involved the same "chance" to win.

  • absolute goals:

    • Survivor (solo) x 4 : escape
    • Killer : Kill all (4) survivors

    A 50% Escape chance as balance goal would mean that the killer isnt allowed/able to absolutely win unless 4 tossed coins land in his favor.

    Survivors each only need to look out for their own coin.

    Sounds rather ridiculous with this metaphor, right?

  • Threads like this incite such a behavior in some peope.

    Also... he's just asking for it with that smug, that hair, and especially that sailor uniform.

  • @Omans said:

    All the same nurse mains here still with their Pikachu faces on, shocked that something that all the good players predicted would happen for years finally happened.

    I think my favorite rationalization is that people would stop complaining about nurse if other killers were buffed and nurse was left untouched. Like, how does that change how strong nurse was at all? Why would that make people suddenly stop complaining about how powerful she was? It doesn't make a lick of sense. If other killers became nurse tier the game would die. Period.

    If all, or most killers were on the same niveau, all complains would turn into baseless whining. Ideally, survivors should hate all killers the same.

    Btw, killers cant outskill the hard mechanical limitations between killers.

    The funny thing on the other side is, there are no mechanical differences between good and bad survivors, which nerf-proofs the god survivors against adjustments as the potato field would suffer.... think of the poor potatoes.

  • Well ofc nurse is "strong" when compared to other kullers who were designed to be weak "fun" .

    She's simply outside the comfort zone of survs, because she's been designed to combat their favorite "only" strategy.

    If the killers average was higher, nobody would care for nurse's "slightly" higher performance.

  • Is ot just me or is OP proposing for survivors to sit back and just wait for the hatch? Which is the same as what the killer doing? Except the killer is DOING something?

    So it apparantly is only a sweaty tryhard scumbag noob thing to do when the killer does it.

    Meanwhile the survivors goal is totes fine to fluidly switch from doing gens to waiting for the 3rd survivor's death after 2 are dead.

    OP, most survivors are already letting the 3rd guy die intentionally.

  • @altruistic said:

    https://forum.deadbydaylight.com/en/discussion/comment/780352#Comment_780352

    Each team has 9 players on the field.

    Each team plays defense and offense.

    Each team has the exact same tools at their disposal.

    In no way shape or form are the comparisons even close, have you ever watched baseball?

    I think you’re imagining the Bugs Bunny cartoon where he plays the game on his own.

    https://us.v-cdn.net/6030815/uploads/681/JISOMRX1M49R.gif

    One side has hitters, the other stands in the field, then switch (the hitters are even somewhat working solo compared to the people on the field)

    One side plays killer, the other survivor, then switch (atleast in tournaments)

    Compared to football (soccer for that special nation) which has both teams doing the same simultaneously.

  • IDV has a flaregun to stun the killer from a certain range. Can be pretty annoying.

    While i sometimes muse about adding a single shot revolver/flintlock/flaregun/gun, it should rather not be user friendly. And have a proper addon setup instead of being a "full power only"

    Like survivors holding it wrong, ejecting the casing in their face (modern gun), or hurting themselves with the recoil. (Not injuring but other stuff)

    But in the current state of balance? Absolutey "will kill the game", as often proclaimed here.

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