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Reinami

Reinami

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Reinami
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  • @zeplore said:

    Topic.

    Information isn't provided anywhere, it isn't on the wiki, please provide source for your claim please.

    I've heard 1st dash is 4m and the 2nd dash is 12m (basekit), not sure if true or not, word of mouth (streamers).

    1st dash is definitely more than 4 meters. Remember a lunge is 6 meters.

  • It won't heal them, but it'll still give them the speed boost.

  • @Surrealism said:

    There are many high tier killer perks that make a generator explode (Scourge Hook: Resonance, Jolt, Eruption) or perks that block the generator (Dead Lock, Dead Man's Switch) that are used by killers in the current meta.

    Hitting Great Skill checks without Stake Out and This Is Not Happening is already hard enough as it is especially with the punishment of missing one and losing all your tokens.

    My idea is to lose a token every 5 seconds if you are not working on a generator or healing someone and lose 3 if a generator explodes / gets blocked while you are working on it or you (and/or the injured survivor) screams while healing.

    Basically you will still lose most if not all of your tokens running from one gen to another. Unless there is a injured survivor on your path you might be able to keep some, which is really situational.

    Maybe I'm wrong because I expected too much from this perk, but let's keep the discussion civil. :)

    This perk is extremely overpowered and will likely get a nerf. In the right hands it can turn a 90 second gen into a 40 second one.

  • @Havi said:

    With the increase of the duration of the Endurance & Haste, is off the record top tear? What do you think?

    In my experience the 10 seconds + the moving at huntress speed is more than enough to let me get somewhere. It probably gets me a little less distance than OTR, but i'd rather save that for another perk slot.

  • @Lycidas said:

    Seriously

    This has been an issue for a while, but especially now with the newly raised cap, the lower cost of items in the bloodweb, the smaller bloodwebs and the animation after each prestige, I feel like this should be addressed.

    We need an option to buy a whole bloodweb even if it means picking up random stuff, or a setting that lets you disable all the various animations, or at least the option to select a node further in the bloodweb to buy the whole shortest path to get there.

    I just spent 20 minutes spending bloodpoints on Tapp while I wanted to play killer

    It wouldn't be so bad if they just had an option to not have to hold the button and that made the animation not play. That way you can just click a few times and finish the bloodweb much faster.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160765#Comment_3160765

    Think about it like this:

    You're playing an instadown killer like myers and a survivor unhooks somebody near you. As you go to punish them for their misplay, the person they unhooked is constantly bodyblocking you with OTR. You either hit them and eat the endurance which gives the healthy survivor more than enough time to make distance

    Or you try to get past them which often doesn't work because bodyblocking killers isn't that hard.

    It's not a bad play on the survivor end to do this, but it isn't quite fair because you're trying NOT to tunnel, but they are forcing you to.

    precisely why they should just make it so they have no collision at all (can't even be hit, or walk into them) for the duration. Makes it impossible to body block them to wait out the 10 seconds, but they also can't use it offensively.

  • @Ayodam said:

    You mean killers are still camping & tunneling despite the new BT and Reassurance? Well, color me surprised.

    Because they don't reward the killer enough for leaving the hook.

  • Yeah, i have had this happen a few times, where i grab them, slam them into something and they just don't take damage. My guess is that it detects that they "dropped" off something, but it's like super small.

  • @Steel_Eyed said:

    They have a coding conundrum. If it's large, hits that look like hits, hit. But it also detects walls and objects and stops the rush. If it's too small, it gets past more of the objects he was bouncing off of in the PTB, but now when he misses, it's so much worse. Because not only do you not get the hit, but you probably traveled 10+ meters away from the survivor.

    @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160519#Comment_3160519

    Not actually true, if you read the patch notes they are detected differently.

    Here, found the bit:


    image.png


    They made the detection the same for both, but in reality they probably need to increase the survivor hitbox to 30. 40 was too big, but 20 is too small.

  • @Steel_Eyed said:

    They have a coding conundrum. If it's large, hits that look like hits, hit. But it also detects walls and objects and stops the rush. If it's too small, it gets past more of the objects he was bouncing off of in the PTB, but now when he misses, it's so much worse. Because not only do you not get the hit, but you probably traveled 10+ meters away from the survivor.

    Not actually true, if you read the patch notes they are detected differently.

  • @BradQuackson said:

    People do not believe that I have achieved an 1126 streak on the nurse, as found in many of the forum posts I participate in.

    I want to do this, but I want to stream it and have stats. I need help from people to help me keep track, and I want to do

    Otzdarva streak rules

    only double recharge (im gonna run out alot)

    map offerings allowed

    minimum 8 hours a day streamed

    max mmr (explained below)

    https://us.v-cdn.net/6030815/uploads/2G9ACDSMGJ0E/chrome-01tyfyxvig.png

    I have won 1123 games in a row, (gave hatch 10 times)

    i am max mmr, constantly going against top tier teams

    would it be a good stat test? I would try and beat 1123 genuinely

    They can fix nurse after they deal with SWF that can do this:


    https://www.youtube.com/watch?v=dtENJZ_z0zw&t=1s


  • Nobody else playin wesker?

  • @Clockwork_Enigma said:

    You are fooling nobody with any sort of wordplay. Just admit she's a problem.

    I am a nurse main.


    Nurse is a problem.

    SWF and top tier survivors are a bigger problem.

    Nurse is the only one who can compete against them.

    Solo queue is miserable for survivors.


    We should fix all of them.

    Next?

  • @VentingSylar said:

    Well what alot of you seem to forget is nurse blinks USED to count as special attacks. But the devs changed them to basic attacks after the initial release of mettle of man, and then never changed it back... So we can always go with the most basic change that kills half the perks she'd be able to use. Or make it build up her power like oni, make her have to work for her power.

    Maybe even do like this guy suggests

    https://forum.deadbydaylight.com/en/discussion/comment/3159979#Comment_3159979

    Start her off at 115% and get her power for a minute after each M1 hit. Not a bad Idea.

    I didn't say my idea was perfect but small changes aren't gonna fix nurse from being broken. She needs her entire power reworked from the ground up and it needs to happen sooner rather than later.

    Correct, and that addon is not the way to do it.


    The way to do it is:

    • Reduce the distance and the charge time of her blinks by half (means they stay the same for the same distance)
    • 1st blink becomes 10 yards
    • 2nd blink becomes 6 yards (lunge distance)
    • Give her a second active ability that allows her to globally blink anywhere on the map that charges up like the blink distance does, but has infinite distance.
    • This active ability has a 60 second cooldown.
    • She is unable to use an attack out of this blink, movement/mobility only.
    • Increase her movement speed to 4.0 m/s.
    • Rework range addons, maybe to work with new active ability.
    • Perhaps remove the cooldown/charges on her blinks to old nurse.


    This would solve a lot of problems while keeping her map pressure decent, remember, lunge range is 6 yards, so having a 16 yard blink is very very short and gives you more distance when she misses a blink because she won't be able to immediately jump on you again.

    The gist is to allow her to blink more frequently, but less distance, to give the survivor more counterplay in chase, while still maintaining her map pressure.

  • @kaskader said:

    On ptb wesker was very fun and strong killer.

    How the ######### you guys have decided to nerf him?

    MAKING HIS HITBOXES 50%!!!! LOWER!

    damn devs you nerf and destroy everything you touch. Garbage dlc

    It was definitely too large before, but they probably tweaked it too much. I think they said it went from 40 to 20. I'm guessing 30 is probably the sweet spot.

  • @VentingSylar said:

    And its not changing her power to special attacks like everybody has been suggesting. Nor am I suggesting a complete power rework like some others have suggested.

    What I suggest is making her Spasmodic Breath add-on base kit. It would put a cap on her lethality and map control without limiting her perk load-out.

    For those unaware, that's the add-on that disables her power for 60 seconds while making her 4.6 m/s or as fast as Trapper essentially during those 60 seconds.

    The only time I've ever had fun facing nurse was when one was using this add-on. The only time she ever felt genuinely balanced to me. And I've been playing this game for 6 years since its beta, back when she could have 5 blinks.

    It's a meme addon for a reason. Maybe if it made her move FASTER than normal, like 120 or 125%, then sure.


    Also it should be inversed. As in, you move faster first, then you land a hit, then you get your blink for 60 seconds.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159336#Comment_3159336

    I knew that was hens' video without even clicking on it

    Guess to what killer they lost their streak?

    Great. She's still the only killer than can compete with survivors at that level. Please stay on topic though, we are talking about wesker.

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159457#Comment_3159457

    We've posted BP codes plenty of times without issue.

    To my knowledge, unless they've changed it and made it more strict, the header at top about sharing codes is sharing codes for stuff actually in game (so like codes to unlock Twitch Prime Cosmetics)

    Its literally on the top of the forums as a warning:


    image.png


  • @My_Aespa said:

    Thank you, you saved me from installing something I don't use.

    It's against the rules to post codes on the forums, but in general if you just google dbd codes and look for the first link there is a website that updates them constantly.

  • @GoodBoyKaru said:

    Good news, there's an add-on for that

    Was planning on giving that one a try, but generally i like to play without addons for a while to learn the base power as much as possible when i start playing killers.

    @Sumnox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159350#Comment_3159350

    In case you have any sort of dificulty reading, I very much stayed in topic, and simply addressed what you said. You shouldn't bring up a topic if you don't want people to discuss about it.

    Again, for the second time, I believe Wesker should be toned down since his grabbing does seem extremely cheesy.

    I didn't bring up the topic, someone else did. Please stay on topic.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159336#Comment_3159336

    wesker is not nurse, you use first dash to position yourself then you use 2nd dash to land it. if you want to be a good wesker, you need flick 90 degree's really quickly around the corner so the survivor has very little time to anticipate the your ability when you are across the wall.

    Wesker is a lot like curving billy, he's has pretty high mechanical skill-cap though I'm not sure about his reward.

    his 2nd bound has no cast time, so you can use his 2 dashes like 21-meter 1 blink nurse.if survivor doesn't know how to sidestep his ability. probably will work against low mmr survivors though i question the effectiveness against good survivors.

    Thats how nurse works though. You use the first blink to position yourself, and the second to land it. I'm saying that the current way wesker works it doesn't go for that.

  • @Sumnox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159336#Comment_3159336

    Well, you do main a killer whose only counter is the player being bad. Very fun design indeed.

    Anyway, I'm having Wesker absolutely stomp and obliterate every single one of my matches. He always 4ks, and people take about 10 seconds to go down against him. Whatever they want to change about him, if that is the case, should probably be more oriented towards a nerf.

    Again, stop with the whatboutism and stick to the discussion please? You are intentionally derailing this thread at this point.

  • Yes i play a nurse, i main her in fact. I do that because i like that she is the only killer in the game where the chase is dictated by HER and not the survivors. If you check my post history you'd also see that i'm one of the few nurse mains that doesn't think she needs a nerf, but that she needs a complete and total rework, because a nerf won't fix her. I also think that survivors at a high level are far too powerful and she is the only killer than can stand up to the top SWF kill squads, and even then they still often lose to those survivors: https://www.youtube.com/watch?v=dtENJZ_z0zw&t=1s I think that until those types of SWF kill squads are dealt with, either through BUFFING solo queue survivors by giving them more information, then tweaking the game such that Survivors are less powerful, OR by simply making them a separate queue that has different balance, they should not change the nurse because she is the only killer that can actually compete at that level. I say all this because i obviously don't try to hide it.


    So now, can we stop wasting time about "lol but what about nurse" and get back to the discussion? I was simply sharing something i felt after playing a few games and even admitted that i might change that opinion over time as i get more experience with wesker and wanted to see what other people thought.

  • @sluc16 said:

    I was at end game with the gates open, Wesker hits me with his hability, and just insta picks me up. The description clearly says only if you are fully infected he can picked you up instantly.

    If you are injured he picks you up too. The fully infected is basically a "you are exposed" now when he hits you with his power.

  • @MommyHunktress said:

    so when is it safe for me to keep running? I just used an object to negate weskers ability, but because his cooldown isnt obvious I just got zoned for free after looping him cross map... how long does he have before his chain dash until he has fatigue? By the time they pull their arm down they already seem to regain their speed and function so I am struggling to understand his cooldown

    If he dashes its like 2 seconds maybe 3? I'll count it out. There is an addon that increases the time you get though as well.

  • @amazing_grace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158890#Comment_3158890

    I wouldn't question random people on the internet's financial situations. They could be in a situation where money is super tight and spending $12 on a DLC that they aren't even super into is too much for them. They also could just be someone who has money but feels like the DLC isn't worth it. The point is you don't know their situation and shouldn't be telling them to get a job. Some people work many jobs and still barely have enough money to pay for their needs.

    Look, i get it. I used to have to think about making even $1 purchases for things for a long time while making barely more than minimum wage and having bills to pay. So i am very sympathetic to people in that situation. I'm lucky to not be in that situation anymore and now i don't actually have to think about small purchases anymore.


    But if your financial situation is such that you can't just spare the $12 to purchase the DLC and have to really stretch to do it. I'd argue you probably should be prioritizing other things in your life than a video game. Generally even being in a rough state with your money you should be able to at least scrape together $12 somehow, and if you can't (which, believe me, i know, i was there once) then you should be doing something else.

  • @Pepsidot said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158749#Comment_3158749

    I would have thought they do it because they know most regular players will purchase it ASAP and if I had to guess again, they profit more from purchases with auric cells than they would from people purchasing the DLC from steam store.

    Its not always been this way, unless I'm going crazy.

    It has pretty much always been this way. Maybe at one point it wasn't, and then a patch went bad, so they started doing this. I'd guess maybe twins was the cause if that was the turning point? Because that was a horrible patch that had all kinds of problems.

  • @bm33 said:

    This isn't feedback, it's a genuine question - why? It was already nerfed with the increase in gen times making it take longer to get to 60% progress of a gen. What is the reason to nerf a perk that is already easily counterable? It doesn't prevent or cancel a killer from being able to use their gen regression perks, only delays them for several seconds. So what was the reason behind the devs decision to nerf Blastmine?

    If i had to guess. Wire tap is probably functionally the same in terms of the code it uses behind the scenes to apply itself, and be on a gen, and they thought that wire tap would be OP if it worked that way, so they changed it. And then later realized that blast mine would behave this way too.

  • @Lyonic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158718#Comment_3158718

    Oh ok - The only reason I mentioned is because, I noticed you can only get the special "Green veil" as a DLC item. Must have been negotiated by the top brass at capcom. "You have 1 hour, the the veil is OURS"

    It has always worked like that. You have to schedule these things in advanced and let the stores like steam, xbox etc, know. Most likely they do it this way so that if something goes wrong with the patch they can roll it back and have time to tell steam, xbox, sony, etc that they need to hold off on the DLC.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154985#Comment_3154985

    I have managed to do frame perfect dead hards by accident and I do not use any cheats. So I wouldn't use that as a rule of thumb for cheaters. I know auto dead hard exists, but a random frame perfect DH is bound to happen.

    Sure, if it happens once, it happens. But you know the difference when you see it. Just watch the otz video on it.

  • @RpTheHotrod said:

    I've had this happen multiple times ever since the last big patch. It's the beginning of the match, and when I hit a survivor, they'll be protected by endurance and get deep wounds. It's not dead hard, as there's no animation. They aren't in an injured state, so it's not the medkit add-on.

    Also, in the match, I'll hit people who have just run from repairing a gen and they'll have endurance protection (but no deep wounds in that case). I had a match that 6 hits in a row were all protected by endurance, even after doing conspicuous actions, so I know it's not off the record.

    What's going on? What am I missing?

    There is a cheat going around that auto dead hards at the perfect time. If you see them "dead hard" and get hit, but no animation actually plays. It's an auto dead hard. Often times you'll also hear the scream they make when you down them as well. There's an otzdarva video where he recently ran into one.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154351#Comment_3154351

    So your logic is that I should lose my only chance of survival because I literally “tapped” a button? The whole point of a conspicuous action is to prevent you from using anti tunneling perks oppressively, and like I stated in the OP, it’s not oppressively it’s literally me running for my life for my survival. Seems like you don’t quite fully understand it

    The logic is, maybe next time open the gates instead of 99ing them?

  • @Lynxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153400#Comment_3153400

    Even before the update not only where you using two perk slots for it - but self care was still pretty slow over just getting someone to heal you. I'd rather they killed one perk (Self Care) over killing another (Botany) by making it only work on other survivors and end up with two perks that still suck.

    That's not actually true. Self-care was the same time efficiency as 1 survivor healing another. It made a heal take 32 seconds when a normal one is 16 seconds. But 2 survivors healing is "32 seconds" of survivor efficiency.

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153444#Comment_3153444

    no making him a 4.5 up from 4.4 m/s when unloaded would be tangible in chase, that's the difference between the survivor making the pallet and getting downed 3m before the pallet in some cases

    It's not about the chase, his chase power is already strong. The point is his map pressure. He literally cannot walk across the map even if he knows exactly where the survivors are when they are on a gen with prove thyself before they finish the gen.

  • @Lynxx said:

    Yeah yeah - all said something should be done about the "3-gen" strat.

    My most horrid memories of DBD come from 3-gen strat and how long it can just draaaaaaaaaaaaaaaaaaag on a match.

    Which if that is the killer's plan from the beginning - becomes all the more worse.


    It's not a strat the killer can force. Survivors let it happen by doing the wrong gens.

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152850#Comment_3152850

    150% Would be WAY too fast, 115% and I'm onboard. 4.5 m/s and it's a good idea. I had this exact idea on my own. They should do it.

    150 might be too fast, but 115 might as well not even exist. The point is to give him some map pressure by letting him move around the map a bit better. In general all killers should have some kind of mobility and map pressure because the ones without it are terrible.

  • @Host_yu said:

    Me personally and nurse mains might hate me but I say:

    1 way to nerf nurse is by making "Spasmodic Breath" basekit. For those who don't know Spasmodic breath makes Nurse 115/4.6 after a successful blink for 60 seconds, that's 1 minute that its a killer you can actually loop freely. I also think that this way they wouldn't have to even rework most of her addons range and recovery can be good for a real reason.

    I feel nurse right now does not need her range and recovery addons. How about for her power making her 110 and only giving her 1 blink and a longer cooldown on that blink.

    What would you do?

    Reduce everything about blinks by half, they go half as far, charge twice as fast (so the time vs. distance is still the same). Rework range addons to do something else. Her blinks are now 10 meters for the first one, and 6 for the second one. Make her 4.0 movement speed. Give her an on cooldown 30-60 seconds global blink that she can go anywhere she wants but can't attack out of it.


    This allows her to keep her chase game strong, but nerf her map pressure about without completely destroying it.


  • @JakeCannon said:

    So I am not the biggest fan of boons in this game , specifically this one . It’s not necessarily “OP” by itself , however since you can’t destroy the whole thing as killer without shattered hope is a little much to me .

    Sure i could just bring shattered as an Incase thing but that’s really hard to do now that the meta is changing (also every single time I’d bring shattered no one would bring a boon , soon as I switched it it’s boon city) so all im saying is I hope someday something is changed as basekit for killers to permanently snuff that out even if I have to stand there looking like a hag statue for theoretically the time to get a glyph .

    CoH by itself isn't really a problem, its healing in general. Especially medkits. It's actually self healing TBH that is the biggest problem. It's a simple math problem. Let's say there is a decent survivor who makes 1 right guess in a chase and drops a pallet, then gets hit. Let's say the chase starts at 16 meters away from the killer. Lunge range is 6 meters, killer movement is 4.6 m/s and survivor movement is 4.0 m/s. so the killer has to close a gap of 10 meters. Let's say they do that, go for a lunge, and a pallet gets dropped. This took the killer 16.6 seconds. It takes 2.34 seconds to break the pallet. The survivor gains 9.36 meters of distance. Killer needs to close 3.36 meters of distance. this takes 5.6 seconds. They lunge, and land a hit. This took about 16.6 + 5.6 seconds = ~22 seconds of the killer's time.


    Now this was an absolutely perfect chase, where the survivor guessed right one, most chases are going to last at least 30 seconds before a hit against decent survivors, good survivors can waste even more time. The reality is, if you don't keep chasing for that survivor, and they go heal. In a default world where they have to run away, look for another survivor, then both survivors take 16 seconds, which is 32 seconds off of gens for survivors + the time it took to find the survivor. It is fine.


    But now enter a world where you have a bunch of increased healing speed, and a way to heal yourself in 12 seconds. Now the killer spent 22 seconds while the survivor spent 12 seconds to heal, and can already be back on a gen. Keep in mind that during that chase of 22 seconds, the other 3 survivors were 22 seconds on a gen. So not only can the survivors heal faster than a killer can damage them, in terms of time efficiency, but the other survivors are completing their objective during all of this.


    Now you might say, but medkits are limited use. That is true, but you only need to do this once or twice in order for you to waste enough time for the game to just be over.


    Healing with a super fast medkit but still requiring 2 survivors is still fine. Because that still took you a certain amount of time to find that survivor, and even if you heal in 12 seconds it took 2 survivors, so you spent 24 + X (seconds required to find the teammate) to do the healing.


    It's not even healing itself that is the problem, it is self healing.


    This is why i always thought it was funny when people complained about self-care. When used appropriately it was actually extremely powerful, because it was the same efficiency as 2 survivors healing, but you didn't have to waste time finding another survivor, so the rest of your team could be doing other stuff.


    I'd argue that it should waste at least the same amount of survivor team time to heal a health state, that it does for a killer to take a health state. But since the killer's time is more precious it should actually take up more of the survivors time to heal a health state that it does the killer to take one, on average. Obviously perks might burst things, or things like autodidact etc.

    in CoH Comment by Reinami
  • @scenekiller said:

    Breaking news from killer mains, if you "genrush" you're "toxic" - even if the killer is camping and tunneling, to which genrushing is the only solution.

    Both sides have people with irrational takes so I'm unsure what the point of your thread is.

    That's not the definition of gen rushing, and only actual trash killers think that.


    Gen rushing is when you bring a bunch of sick toolboxes, BNP, prove thyself, and forgoe anything and everything, healing, even saving teammates on hook, to slam gens as fast as possible.


    It's also extremely boring for both sides. I'm not really sure why survivors want to hold m1 on a gen constantly but to each their own i guess.


    But please, stop with your whataboutism. This thread is mainly just pointing out a funny interaction i had.

  • @MikaelaWantsYourBoon said:

    Thank you for good information.

    Good bye and see you later.

    NP, just spreading the message, wouldn't want anyone to become a trash killer.

  • @emodeshort said:

    Genuine question. Slinger barely is a ranged killer, he has limited range, cant get a down over pallets, needs to reload after every shot, has zero map control, even if he hits the shot, he dont have a guaranteed hit, most of his addons are a joke, and he is the only 4.4 killer with a 34m TR. Would he be too opresive? How he would be worse than Nemsis, Demo, Wesker or PH? Heck, make him 4.5 for a PTB and see where this takes us. I genuinely dont se a reason why he should be 4.4 at his current state

    They should just make him move faster when his gun isn't loaded.

    • While the gun is loaded, the slinger moves at 110% movement speed and has his power
    • Gunslinger can activate a secondary ability to put the gun on his back.
    • While the gun is on his back, the slinger moves at 150% movement speed, but is unable to use basic attacks or do any damage to a survivor.
    • Make it take 4-5 seconds to take the gun off his back.


    This allows him to keep is strong power in chase, but actually gives him some map pressure and mobility, while taking away the lethality he has of his power to move faster.

  • @BubbaIsJustVibin said:

    I love Nemesis, I'm a Nemi main, but he could definitely get some quality of life changes to make him feel better in some changes - his zombies, Tier 3, and addons are the most notable examples. What do you think?

    Either:

    • Fix zombies to actually be useful, half the time they don't even walk toward the survivor. Make them move a little faster. Improve the AI so that they actually walk towards the survivors. Maybe even that they just always know where a survivor is and always walk toward the nearest one. Create a system that will respawn them if they get stuck for too long.

    Or

    • Remove the zombies entirely, make his tentacle injure even when not infected, make being infected just cause a hinder status effect, increase the number of vaccines available, and let them be used twice (like wesker)

    Or

    • Make it so survivors don't get a sprint burst when getting infected.
  • Had another 2 games where this happened last night. Just had to log off for the night because the leave penalty kicked in too hard.

  • @crogers271 said:

    So I'm 30 hours into DbD and I thought I'd join what seems to be the true game: long rants about DbD. 

    So before I started playing I noticed lots of complaining between 'survivor mains' and 'killer mains' about the need to try the other side. So I thought as a new player I would give each side a go with no starting bias about who had the advantage.

    I first played a series of games that I didn't track going back and forth just so I wasn't a complete noob. For reference I got the Trapper to bloodlevel 20, and Claudette to 30. As a further point of reference, I was enough of a noob that there were some maps that I hadn't even played yet. I decided to play 15 games as each and track the results (I also threw out any game where survivors were AFK or deliberately not playing).

    I started with Trapper, build: Unrelenting (green), Thrill of the Hunt (yellow), Sloppy Butcher (green), No One Escapes Death (green) - makeshift wrap (common), trapper gloves (common) - offerings were just used to increase blood points

    Results - average kill rate of 2.86, 67% of the time they didn't get the doors open. Not a single game did all four survivors manage to escape

    Okay, I felt that a kill rate 2.86 was really high for a noob. Maybe Trapper is just overpowered? Nope, seems like everyone rates him one of the worst killers. Players I was going against? Yeah, there were some bad ones, but people who had far higher perks than me and obvious some of them were SWF. Am I some kind of natural savant at killer? Hardly, frequently my swings were just hitting empty air.

    So let's go over to survivor and see how that worked out. Same as above, I threw out results if either a survivor or killer didn't play the game.

    Results - Average kill rate of 3.33. Yikes, and of those games there was only a single time we all got out.

    At this point I'm feeling that killers seem to have a pretty substantial advantage. But I decided to do one more test. I switched to Wraith, level 1, no add ons, only using the perk Bloodhound (to be clear, for all the games I played a base Wraith, no improvements)

    Results - Average kill rate of 3.7. In ten games I got - 8 4k, 1 3k with a hatch escape, and only a single game were they got the doors open. In only two of the other games did they even get down to 1 gen.

    Here's the kicker: In addition to being so new I was still getting lost, I was playing nice. I deliberately tried not to tunnel, after hooking a survivor I ran away from it like it was going to explode even if I knew others were in the area, and if I got off to a great start (multiple hooks before they even had a gen), I slowed down.

    Noob verdict: The game is comically weighted towards the killer.

    Now there is a couple of responses that might come to this:

    1: My kill rate will drop when I get to 'high level MMR'.

    Here's the thing, I'm not here saying I'm a great player. I'm new to the game, I should lose to players with a 1000 hours in the game (or a 100). But I'm mascaraing players who have more experience than I do.

    2: I'm playing the 'easy' killers.

    Yeah, sure, I imagine when I start trying Nurse there will be some comically embarrassing games, but easy should be about difficulty to learn the killer, now how much they butcher the survivor.

    3: Survivors need to get good.

    So there are a lot of answers to this, but I want to focus on one I haven't seen before. Killers don't need to get good. The game holds the killers hand in every way imaginable that it takes active effort to be bad.

    Do you have to remember where the generators are? Nope.

    Hooks? Nope, we'll tell you that.

    Skills checks? Of course not.

    Did something go wrong and you aren't sure where the noise came from? Oh, here's a visual icon as well.

    Have trouble finding hiding survivors? Here are some perks that let you see them. Hah, of course we won't let the survivors know you have them.

    Chases are another example of this. After you hit a survivor they get a speed boost. Cool, you can still run them down.

    Oh, you lost sight of them? No problem, scratch marks.

    No scratch marks? Don't worry, blood trail.

    Oh, can't see the blood? We got you, we'll have them wine so loud you can't help but find them.

    As a killer it feels like playing a child in basketball. You have to intentionally screw up sometimes to create the appearance that its actually competitive.  As a survivor it feels like everyone on the team needs a perfect. Every mistake, missed skill check, mistimed vault/pallet, bad communication, has serious repercussions.

    DbD has survived for a long time. It's a fun game with a cool theme. But a crazy design that things are so easy for the killer from the beginning while the survivors need to master multiple skills and, ideally, play in a group with chat.

    At lower levels of play this game favors killer, at higher levels it heavily favors survivor.

  • @Regulus47 said:

    Everybody is giving up/disconnecting when they see nurse, and for good reason. It is literally impossible to fight an even somewhat decent nurse, let alone with addons/perks, and people are starting to catch on to how simple she actually is to play. Playing nurse in her current state is like playing old spirit, or old deathslinger, or alchring/speed/C33/iri tag/adrenaline vial/slowdowns blight - you're actively choosing to make four people's days absolutely miserable by stacking the odds so far in your favor its nearly impossible to lose unless you go against the hardcore survivors.

    Just give nurse a rest. We get it, some of you have a fragile ego and need constant 4Ks or you'll rage on Reddit. There's nothing wrong with occasionally pulling out the OP stuff every once in a while. But please don't keep putting the rest of us through these guaranteed meat grinders every single game, especially not in solo queue. And yes, I'm talking to YOU, black bridal dress nurses w/ range+recharge.

    As an open letter to nurse mains, I'm asking you to switch things up a bit. Play Dead by Daylight instead of 4K by Slugging. Please.

    This sounds rude, but if you play SWF, you are being selfish.


    Everybody is giving up/disconnecting/dodging when they see a SWF, and for good reason. It is literally impossible to fight an even somewhat decent SWF, let alone with items/perks, and people are starting to catch on to how simple they actually are to play. Playing SWF in their current state is like playing old BNP, or old Sabotage, or old maps/infinites/loops/god pallets- you're actively choosing to make one persons day absolutely miserably by stack the odds so far in your favor its nearly impossible to lose unless you go against the hardcore killer.


    Just give SWF a rest. We get it, some of you have a fragile ego and need constant 4Es or you'll rage on Reddit. There's nothing wrong with occasionally pulling out the OP stuff every once in a while. But please don't keep putting the rest of us through these guaranteed meat grinders every single game, especially not low MMR. And yes, I'm talking to YOU, high roller ace playing SWF w/ purple medkits and BNP.


    As an open letter to SWF mains, I'm asking you to switch things up a bit. Play Dead by Daylight instead of 4E by bullying. Please.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150247#Comment_3150247

    Ah yes because Nurse is notorious for having an attack cooldown AND fatigue, it isn't like its only fatigue or anything. Survivors only get 4.5 seconds to run away that's 18 metres of distance. Less distance than a single base kit blink covers.

    You are missing the point. You literally have to be really close to the nurse already when she downs someone. Why are you that close to your team when the nurse has starstruck? You should all be spread out.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149902#Comment_3149902

    She is literally the bottleneck of the whole killer roster.

    Anything they could do to help weaker killers would be a direct buff to her.

    They need to deal with SWF first, shes the only killer capable of handling those types of players.

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150094#Comment_3150094

    Yea let me just leave 20 seconds early to avoid instantly going down to a killer because they're running agi + starstruck. No other killer has this type of potential using starstruck/instadown perks it's ridiculously free

    You missed my edit, but here is the math behind it.


    The cooldown on a successful attack is 2.7 seconds and nurse fatigue is 3 if she uses both blinks. It also takes 1.5 seconds to pick up a survivor. So you have a total of 2.7 + 3 + 1.5 = 7.2 seconds to get away from her. In that time you can travel 4.0 m/s meaning you can get 28.8 meters away before starstruck kicks in.


    You have to basically be standing next to her (remember lunge range is 6 meters) in order for you to not be able to escape the starstruck, when she downs someone.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149881#Comment_3149881

    But again, why should survivors have to go out of their way to counter a perk the killer may or may not have?

    Killers already do the same thing with dead hard, various other exhaustion perks, off the record, borrowed time, decisive strike, unbreakable, power struggle etc. Until proven otherwise, you assume they have every perk. Then when they show you they have sprint burst or something, you can probably safely assume they don't also have dead hard. If you see they don't have OTR once, you know they don't have it. If you see they do, you now know they have it.

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