Reinami
Reinami
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- Reinami
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@LeFennecFox said:
Killers aren't allowed situational awareness because of nurse w/ starstruck*
You can't just "run away" from a nurse with starstruck agi if you're in ~30m you are at risk of instantly going down ignoring range.
You can after the first time you see the nurse has starstruck. It's only a surprise the first time it happens. And even then, if you see a nurse you could just assume it's starstruck and get away from her when she gets a down. It shouldn't be that hard. 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.
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@Itslat3ncy said:
https://forum.deadbydaylight.com/en/discussion/comment/3148772#Comment_3148772
This is were people get it wrong. The 1 shouldn't be stronger than the 4. The 1 should be on the same level as the 4. If the 1 is stronger than that's an imbalanced game. This notion that the 1 should be stronger needs to stop.
You are missing the point. The 1 and 4 should be the same when you put the 4 together. But the 4 is a team. So 25% of their team should be weaker than the 1. So 1 survivor should always be weaker than the killer. So when you say "killers don't deserve a free kill" the point is that it should be harder for the survivors to save the 1 survivor on the hook, then it is for the killer to get the hook. They should have to coordinate like crazy, coordinate the save, body block, use their perks together etc. to save that 1. It should be very difficult for them.
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/3146805#Comment_3146805
BHVR: "We don't let you see your MMR because then players would figure out how to manipulate it."
Players:
No manipulation here. I just like to be nice and let survivors go :).
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@GoodBoyKaru said:
This is a phrase I've seen used around very frequently, initially used in terms of Decisive Strike, more recently in debates around Off The Record and basekit post-unhook Endurance, and as of Project W, Reassurance. The general argument is that, during endgame, certain perks should deacitvate which hamper the killer's efforts of killing the survivor. I will try to keep my own opinions around any perks discussed here out of the conversation- feel free to look at my comment history if you're curious.
My question is, though, why should the killer get "free kills"? Because, in essence, disabling all of the anti-camp, anti-tunnel, and anti-slug tools that Survivors possess will equate to "free kills", where the Survivor team has very little they can do in terms of assisting a hooked teammate, which becomes progressively more likely as a Trial continues due to resources being consumed. Naturally, good SWF players on comms are able to bodyblock for each other and try and get their teammates to safety, but even bad SWF players or just solo queue will struggle substantially more without, say, BT or Reassurance to help with camping. And quite frankly, if you still can't get a hook after 5 gens have popped, you really don't deserve one, so the edge case of the killer having nobody on the hook nor having them been hooked the entire trial doesn't really apply.
So, why is it always that Survivors don't deserve "free escapes" and yet end-game camping/tunneling is justified because it's how the killer is able to score some last kills? Why should Survivors lose access to their tools while killers gain a massive boost to theirs (due to a lack of map resources)?
I'm genuinely curious why the argument is used so much- in my honest opinion, there are other arguments that can be used in their place which, at least to me, sound substantially less balanced.
If this post feels like a ramble and/or makes very little sense, I do apologise- I've been sat on a coach for the past 24 hours and caught an illness that's turned my brain to mush. Writing in grammatically correct sentences is about all I can manage right now, because my brain unhelpfully supplies every third word in German instead of English.
Because its a 1v4 game, so the 1 should be stronger than the 4.
Better answer though? Because anti-tunnel and anti-camp shouldn't be locked behind a perk, just as anti-gen rush shouldn't be either. They should completely make them base mechanics.
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@Nathan13 said:
The haste speed was also increased to 10%. Thoughts???
They just need to make it so you don't have collision for that time. So you can't body block aggressively, and also the killer can't just body block you and wait out the 10 second timer.
If not that, i'd argue they should make the endurance last 5 seconds again, but buff the haste to like 15 seconds of 20% more movement speed (faster than killer) to actually discourage tunneling while making sure body blocking is discouraged.
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@maximo99ac said:
"This effect could be a little oppressive on certain Killers, especially when paired with Lethal Pursuer to extend the aura reading effect and Starstruck to make Survivors Exposed."
how many times? how many times perk have to be nerfed because of one killer? the existence of a broken thing like nurse is not just in a pain for survivors that have to play againts something with no counterplay its a pain for killers that see perks that could have some use nerfed in to the oblivion.
nurse has to be reworked ASAP
As soon SWF gets dealt with.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3146570#Comment_3146570
in that case, I hope you find the answers you seek
We can only hope.
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@Dead_Harder said:
Better at loops?
Wiggle room when colliding with objects?
Instantly injuring survivors when they are vaulting??
Hype <3
Where is everyone seeing information about changes?
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3146883#Comment_3146883
You obviously never read my post. If you did you would obviously see I want the game to be balanced to be more consistent and not a random shitshow.
I never said high level survivors shouldn't be nerfed, I just said SWF can't be nerfed, it's literally not even feasible because the benefits SWFs get are derived from Discord. That's why I suggest SoloQ buffs to try to balance survivors, because BHVR has much more control over that.
What possessed you to come up with such a ridiculous offering is beyond me. It's almost like you're trying to make me agree with it so then you can call me an idiot. Well I'm not falling for that.
SWF and high level survivors are a separate issue, not sure why you are bringing them up.
But the solution to SWF vs solo is a simple one. Create a separate queue that balances things differently. CS:GO has a mode where you get more money, and free armor each round which is distinctly different than the standard mode. DotA 2 has turbo mode which makes games faster and is distinctly different than the standard game. League of Legends, when they used to have 3v3 and dominion actually balanced the game differently, such that character abilities actually behaved differently in those modes if they were too overpowered or underpowered. They actually tweaked numbers and abilities to change them depending on the mode you play.
Do the same for SWF and solo. There is one queue for solo, which has faster gens, maybe Hex perks work like NOED, maybe there are more pallets. etc. Then have the SWF queue, where survivors maybe only get 2 perks each instead of 4, or the killer gets 6 perks, or the killer moves a bit faster, or gens are 2 minutes now, or there are less pallets. etc.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3146733#Comment_3146733
Every post I see from you in Nurse threads appear to defend her and you have Nurse as your avatar. Until now it was a reasonable assumption for me to make.
It's hard to have a discussion about balancing the game when so many aspects of it are unbalanced.
- Killers are unbalanced. There is a pretty large spread in power between killers, that can be seen on every tier list out there. I want the highest tier killers nerfed because then it becomes possible or much easier to make broad changes that could buff or nerf all killers. "Oh we can't make small multi-floor maps like Midwich because Nurse and Doctor stomp there." How many ideas for perks have probably gotten shelved just because Nurse and Blight exist. I'm surprised Awakened Awareness is coming, it's going to be massive for slugging Nurses.
- Survivors are unbalanced. The divide between SoloQ and SWF is massive. I know SWF can't be nerfed but SoloQ could certainly get some buffs that could close the gap. Stuff like if someone is on the hook a SoloQ gets to see the aura of all other survivors once every 10 seconds. Or if they're injured the can reveal their aura to other survivors with a chime sound to ask for a heal. Little things that could make them feel like not such helpless victim waiting to be slaughtered in the fog.
- I remember seeing stats (I can't find the source) that stated that over half of the survivor player base was SoloQs and less than 15% of survivors are in 4 man SWFs. It doesn't make sense to balance the game around high level SWFs if it's going to alienate over half the survivor player base. Especially when the game does nothing to warn you about the bad times to be had in SoloQ while doing nothing to party you up with people for more than one game.
- Maps are unbalanced. For some killer seeing certain maps has to be deflating before the game even begins. Maps with 8 lockers playing Dredge. Most M1 killers on Cowshed. Trapper on Eyrie. On the other hand many killers may be delighted to be sent to Shelter Woods, Ormond, Midwich or Sanctum of Wrath.
- This is probably the biggest reason I want Nurse nerfed. If she didn't exist, then we could see more small multi-floor maps like Midwich and Hawkins where she can crack them open like a can and feast on the survivor sardines inside. Instead we keep getting boring one floor sprawling huge maps like Haddonfield and Eyrie of Crows that really no killer enjoys.
- Matchmaking is unbalanced. I think I saved the worst for last here. Probably the least balanced thing you could ask DbD to provide you with is a group of SoloQ survivors. It far too often spews out groups with 1 or 2 good survivors paired with 2 or 3 soon-to-be-mashed potatoes. Any half decent killer doesn't face competition from groups like this. These bad crew compositions make the divide between SWF and SoloQ even worse.
This is why in DbD I would rather see these aspects balanced in their own groups. Killers balanced with their fellow killers, the gap between SWF and SoloQ closed and maps more standardized. This would also lead to more reliable data for BHVR to make decisions with.
Maybe then it would be easier to decide whether to balance between high level players or average players.
The average Nurse has a less than 50% kill rate according to official statistics is because she has the highest DC rate in the game.
Just because high level survivors aren't common doesn't mean they shouldn't be nerfed. You still fail to address exactly what i said. Either you balance around high level players or you don't, which one is it? Tell me which one you think is the right way to balance the game.
If you want to go the "common" route. How about we create a new killer offering that does the following:
- All survivors are permanently exposed.
- The killer moves at 300% movement speed.
- The aura of all survivors is permanently revealed.
- The killer is able to immediately mori all survivors.
Now let's make the rarity of that offering to appear be 1%. This means you would see this offering roughly once every 100 games.
Is this offering balanced? After all, you only see it 1 out of every 100 games you play statistically speaking. If the average game lasts about 7 minutes, then you only see it for 1 game out of every nearly 12 hours you play the game.
That's pretty fair now right?
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@AnchorTea said:
You want to be fully immersed and kill all survivors every match? Play dirty.
If you say there's no difference in results then you're wrong. Just plain wrong.
Correct, but the best strat for the best games is as follows:
- On the 13th of the month, at rank reset, sweat super hard to get to iridecent 1.
- Once you do that, play your games such that you hook everyone twice, and then kill your obsession. Then just slug people until you max at your bloodpoints in other categories.
- After that, let the other 3 survivors go.
- After a while your MMR tanks down because you are only getting 1 kill, and you get more chill games and get to mess around and play with memey builds.
- By the time the 13th comes around, you should be super low MMR so getting rank 1 should be easy.
- If someone DCs or kills themselves on hook so you end up with an extra kill, just immediately let the other survivors go so you at least only draw.
This is great because:
- You get more chill games you can have fun in.
- Survivors are usually happy because several of them made it out and you can play super nice.
- You usually get 30-35k bloodpoints, nearly capping out.
- Your queue times are faster.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3146531#Comment_3146531
What point are you trying to make here? We are still talking about comp players that are in the top 0.01% of players, it's just not relevant when measuring Nurse in your average public match.
Does Oracle even play DbD anymore?
Those matches are from ages ago. We now have a different (easier) Nurse in a different (easier for killers) game.
https://forum.deadbydaylight.com/en/discussion/comment/3146572#Comment_3146572
Is it just a coincidence that it took a Nurse to stop Hens' 4E streak at 49? There is a very real possibility that that Nurse killed the last 40 survivors she went up against before that game, moreso than with any other killer.
You talking about bias is laughable. You are a Nurse main. You're as biased as they come.
Nurse is not balanced. People will not stop calling for nerfs, regardless of how much you try to defend your precious main.
What's funny is you think i don't think nurse needs to be changed. I think she needs a complete rework. But the reality is there are 2 possible statements that can be made:
- You balance the game around high level players.
- You balance the game around average level players.
If you balance the game around high level players, then we need to significantly nerf survivors, because unless you are playing nurse and arguably blight you don't stand a chance at a high level. Nurse is the only one who is really capable of standing with the best of the best survivors, and even then it is an uphill battle. So let's say it works off of like percentages. The strength of a high level survivor team is 100% and the strength of a god nurse is 99%. The strength of most killers when played at a high level is 50%. We need to either buff those killers to be in the 90% range, or nerf the survivors to be in the 50% range, and then also rework nurse to be in the 50% range.
If you balance the game around average level players, then god tier SWF and god tier nurses are fine, because average survivors are dying at high rates to pig and the average nurse player is usually below a 50% kill rate. So the game is fine then. Because those god tier nurses and survivors are extremely rare, and we don't want to balance around them because they are outliers.
Obviously i don't agree with statement number 2. No serious multiplayer game worth anything does that. You always balance around high level players while doing things to keep the game healthy for average players. For example, if something is OP at a lower level, but UP at a high level, you don't just blanket buff that thing, you probably carefully rework what makes them weak, while tweaking what makes them strong to low level players.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3146279#Comment_3146279
You use that as an example of a "good team"?
That's not just a good team. That is basically the best DbD team to ever play in public matches and easily in the top 0.01% of teams. Seriously can you even find another team that use a minimap, call out everything and sweat that hard in public matches?
Same could be said for nurse. She often has the lowest kill rate of any killer. I guess then nurse is fine? You can't think that what these survivors do is fine because "they are one of the best teams" but that nurse also needs a nerf because "the best nurses are too strong against average players" you can't do that. It's wrong at best, and flat out biased at worst.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3146268#Comment_3146268
I'm not a dev. I can't get rid of your hacker problem.
I can only offer you advice on how to better manage it as a player.
That's the point of this thread, to ask the devs what we should do, or if they are going to address it for those of us who are not fog whisperers.
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@Audiophile said:
I think the argument of “learning to play against” a top tier nurse is moot at this point. She’s broken. Everyone knows it. You just like easy games and feeling all powerful. I get it. But seriously, it’s not impressive anymore. It’s just broken. Move on.
She's not though. Against good teams, this still happens to her like any other killer:
https://www.youtube.com/watch?v=dtENJZ_z0zw&t=1s -
@SaltyNooty said:
This right here, would be the most ideal way for DBD to be played. If only they had just nerfed perks alone and not buffed killers, this wouldn't have been such a drastic, and clearly unnecessary change. Regardless of what anyone says, I strongly believe that buffing killers were unnecessary, even if people screech that they needed to be closer to SWF's, cause the unfortunate reality is is that no matter how hard people try to get SWF nerfed, it'll keep coming back like a roach and because of it, Solo Q suffered due to people who have communication over those who dont.
The healthiest update would be an update that changes things back and just nerfs perks alone, and maybe some reworks. Too bad that'll never come to play, and itl never be enough for either side....
That would make the game even more miserable, because SWF bully squads still exist.
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@KayTwoAyy said:
My advice when encountering a hacker is to play along with them. Accept that they have all the power and do whatever you can to get on their good-side in the short moments you have.
It has been my experience that hackers are vindictive and hold hostage the killers they believe to play scummy.
The reality is, you're not going to win the game, so don't go trying to down any survivors or farm any BP. Just sit back, enjoy the show the hacker is putting on, press record on any screencapturing device you might have, hope they leave when the last gen gets done, and report them afterwards.
The first few times I encountered a hacker I tried to play the game as normal, and was held hostage in the end. I've since started memeing with the hacker, and it is my assumption that they don't hold me hostage because I've managed to earn their respect.
Exhibit A:
I was GF, so I just tbagged non-stop and watched the hacker play around. Game ended shortly after this clip.
That's not exactly a great solution when the person's goal from the beginning is to be as malicious as possible.
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@Kira4Evr said:
Oh wait you didn't know?
https://us.v-cdn.net/6030815/uploads/SFE75O7ABBS2/screenshot-2.png
I'm joking btw xd
It's fake made by me lmao
If they removed the "unhook another survivor" requirement, but made it so your aura was revealed at the start, it might actually be a decent perk.
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@StarLost said:
I'm...actually struggling on this one.
This game unfortunately cannot be balanced around solos - otherwise SWFs just roll killers. However, I think the common opinion is that solos should, instead, be given some love to help bring them closer to SWFs.
The problem is - I can't really imagine how.
The status icons? I don't know if that would really do all that much.
Voicechat? Ahahaha.
Stuff like baseline Kindred - would be a buff to SWFs too.
Unless you want to give solos a direct buff that does not apply to SWFs (which BHVR have expressly said they would never do), or maybe fiddle matchmaking to either give SWFs a higher MMR or solos a lower MMR, I'm drawing a blank here.
Anyone got any good, realistic and effective ways to help solos that won't impact the SWF versus Killer matchup at all?
It's pretty simple actually. Create a new game mode for SWF ,and leave "solo queue" as being only solo, or maybe let you queue with 1 friend (but make it so the other 2 have to be solo on the team).
Then, you have 2 separate queues, and you balance them differently. Similar to how games like CS:GO non-ranked play gives you more money and free armor, it's a different experience. Similar to how DotA 2 has turbo mode which gives you free XP and gold and makes the game much faster. Similar to how LoL used to balance (when they had it) 3v3 and 5v5 differently, by having abilities of characters simply function differently depending on the game mode.
You balance the game differently such that it is fair for everyone depending on which queue they join. There are many ways they can do this. Simplest being perks, maybe in the SWF vs killer mode, survivors can only pick 2 perks, but the killer gets 6. Or maybe gens take a bit longer, or the killer gets a little bit of movement speed boost (permanent 5% extra speed?)
For the solo mode, maybe the survivors get a few perks for free basekit, like free kindred and bond. Maybe their hook timer get's paused if the killer is near, or maybe they don't even HAVE a hook timer, Gens go a bit faster. Hex auras get revealed after a certain amount of time like NOED.
There are tons of ways they can fix things that are relatively easy.
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@Carth said:
I don't get where the DBD communities obsession with letting survivors make the most of their resources comes from. In a shooter do you purposefully avoid/die to players with bad k/d to give them a chance to catch up? In Mobas do you give lanes away for free to the enemy to farm to catch back up? Name a single competitive pvp game where you actively go out of your way to maximize the opponents fun and risk your win so that people can "have a good time".
I do think camping and tunneling is too strong at the moment, but the idea of "killers should play 12 hooks and not kill anyone until hook #9" is bonkers.
In the same vein if survivors are smashing out gens and outplaying the killer do all they all suddenly stop to get every remaining gen to 99% before finishing the game or do they just slam out the remaining gens and leave ASAP? Do they go into deadzones on purpose to give killers downs/hooks if they are ahead?
It's not that we think it is bad to play the best way possible to win. The argument is that best way possible to win should also be the most fun way to play for everyone. The most efficient way for survivors to play, is to slam gens and hold shift + w when getting chased, predropping every pallet, but holding m1 for 90 seconds is not very fun. The most efficient way for a killer to win, is to tunnel and proxy camp near a 3 gen, but sitting there waiting for survivors to come to you to hook trade is not fun.
Playing the game "efficiently" is actually the least fun way to play this game. And that is a problem.
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Anyone?
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3145254#Comment_3145254
They are not Ayrun. Ayrun is known as good survivor main, that's why he is escaping a lot. But even he has not high escape rates.
If we are giving examples from popular streamers, what about Otz and Tru3? They are winning almost every game. SupaAlf has +300 win streak on Nurse.
So now if we look this streamers, game is killerside and we should nerf killers. Fair? Nah.
Op is saying game is survivorside and they should prove it with their gameplay. Not from other stramers. Simple.
It's a law of averages. The average player is bad at this game, so the top killers win more games and naturally there are 4 times more survivors, so you run into an "average" survivor more often than an "average" killer. All it takes is 1 weak link on the team of 4 that a killer can exploit and the team will likely lose. Ayrun often plays solo. But, you can find just as many survivor teams that have crazy win streaks too. Such as this team that is on a 52 win streak:
https://www.youtube.com/watch?v=vm2rzuOUKaANow try pitting Otz or SupaAlf against Ayrun and the rest of the team, or this team with the 52 win streak for, let's say 10 matches. See who wins more.
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@Rudjohns said:
Why do people care so much about facing an SWF of 4 "tournament" players? Are you gonna die if you lose a game? Are you betting money on it? Is your life gonna change? If not, then who cares? Just play the game and move on.
Because it's simply not fair or fun to get bullied without being able to do anything about it. Same reason people don't like it when killers camp and tunnel.
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@MikaelaWantsYourBoon said:
If game is survivorside, why you are not streaming your survivor games for everyone. You should escape most of games because game is favors survivors, it should be easy.
They do, ever watch Ayrun play with their team of 4?
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3143329#Comment_3143329
Headshots take a lot of skill. Camping and tunneling don't, especially the former. What a terrible comparison.
It's true though, you can not blame people for playing efficiently, not sure about smart though, even the dumbest person on earth could just camp a hooked survivor.
The problem is that the devs still haven't adressed these cheap and pathetic tactics. And the entire claim that killers won't have any chance to win anymore after these ridiculous tactis are nerfed is complete bs. You can still win without camping and tunneling like crazy.
I would agree that nerfing camping and tunneling into the ground might be a bit much, but there are enough ways to nerf camping and tunneling adequately, so that they aren't some of the most efficient strategies anymore. And it's needed, because they are simply cheap.
But maybe people like you have experienced some particular bliss that comes with longer killer queue times, I sure haven't. And if the devs ever want to balance queue times again, camping and tunneling will have to be nerfed.
You can still win, but not against an efficient team.
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@ad19970 said:
This type of BS is honestly just becoming sickening.
Killers just got a bunch of baseline buffs. Yes, their meta slowdown perks were also nerfed, but those nerfs definitely didn't have the same impact as all the buffs killers got at base.
Killers do not have to camp and tunnel to win. Just no. They can play fair and still win. They just have to actually play well enough. Also, playing fair doesn't mean 2 hooking everyone before you get a kill. It just means not camping and tunneling. Two strategies that are just so cheap and unfun, it's not even funny anympre at this point.
People have made so many suggestions already that would nerf camping and tunneling in a fair and balanced way. Increasing the hook phase duration from 60 to 70 seconds for example. And removing hook grabs. That won't nerf camping into ground, nor will it hurt a killer that is playing normally in any significant way. But it would make camping less effective, which is something that absolutely needs to happen.
I guess there are people that are yearning for longer killer queue times. That's the only reason I can still think of for people still defending camping and tunneling after all the buffs killers received.
Watch any tournament match or match at a high level. Survivors are far too powerful when played by good players.
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Still would like an answer from BHVR on this.
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@Huge_Bush said:
They can't turn off dc punishments because if they did, the amount of people who would disconnect for every little thing would become a greater problem than hackers currently are.
I'm sorry for your issues, I know it sucks, but this is Behaviour, we've seen the quality of their coding over the years and we know they move at a snails pace to do anything, so don't get your hopes up and expect them to do anything about hackers being able to hack their poor code. I know it's not what you want to hear, but your best solution is to just tab out and play something else or quit the game all together until they announce that they're taking hackers more seriously. If you're getting them as often as you claim, you really should put this game down.
Survivors already kill themselves on the hook anyway. It doesn't do anything other than make their "DC" a little bit quicker. Killers can just go face a wall in a corner and wait for the game to end and again, only takes about 2-3 minutes or so, all they do is save a little time.
You already get 0 bloodpoints for DCing.
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@himheart said:
Much love to the people who create the rift! You are awesome!
Thank you for super creative challenges like "Cleanse 20 totems" or "Commune with 15 glyphs", they are so entertaining to do! Please don't stop and next rift do it "50 totems", it would be much more fun! And let them be in a single trial!
Thank you for the Suffer or Slaughter challenge, which is super easy to do as a survivor and never forces me to play as a killer, because it's so easy nowadays to escape from the trial in solo q. I'm doing this challenge for the whole evening not because killers 4k every match, but because it's so fun that I DC every time so I can do this challenge over and over again!
https://us.v-cdn.net/6030815/uploads/UW8AUD6ECDWY/image.png
And send best wishes to your colleagues, who developed MMR system, it works so well that despite the fact that I escaped 0 times from the trials today, it keeps giving me killers that 4k again and again, so I can actually git gud!
Thank you DBD team!
First of all, i play solo queue almost exclusively, and i escape probably 30-40% of my games.
Secondly, i'd rather the challenge be something like "play the game like a normal human" instead of "hide next to the killer and do nothing for 60 seconds then escape the trial"
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3144962#Comment_3144962
i would not have the patience to deal with that tbh the only thing i can suggest outside of just taking it is to play something else for a day to allow your penalty to decay
So i'm just supposed to DC every time it happens and just not get to play the rest of the day?
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@Davenport916 said:
Especially when I have 2 million and just want to dump it into one killer. Would be cool if we could get a sort feature to prioritize specific perks and add ons to prioritize over others.
I'd rather they just make it so you can click on something, and it'll auto-buy toward that direction automatically. So you can just click a perk and it'll buy everything required to get to that perk. Or multiple "bulk" buttons like:
- 1 Button auto-buys the cheapest stuff to get the cheapest bloodweb possible.
- 1 Button to buy the highest rarity stuff.
- 1 To prioritize getting perks.
Additionally, having the ability to "quick buy" stuff where it doesn't play the animation, and just does it would be nice too. Make it a togglable option that starts off so it does the animation for newer players, but after a while like, i know what i want to buy.
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@GoodBoyKaru said:
im gonna be completely honest id collect the evidence and then eat the penalty. 5 minutes is much better than 60. ######### that
It's happening to me multiple times a day now, so my DC penalty is longer than 5 minutes
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@Krazzik said:
Why? Even when I'm running Sloppy I still have survivors hiding in corners Self-Caring for half the game. And some of these people are really good loopers, they're not new players at all, but they STILL run Self-Care without Botany.
It's a solo queue thing, you generally can't rely on your teammates to do anything.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3143909#Comment_3143909
Why are you casting aspersions on THEIR skill level when YOU are the one struggling?
I never said i was struggling, that is just the experience in high level play. You have to play mean or you lose. It's simply an observation.
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@Ghoste said:
I play nice all the time and still get wins, so.. yeah.
I'm talking about a high level. So i guess that excludes you then?
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@GannTM said:
I’m sorry to say it to campers out there, but the perk is very healthy for the game. It should be a basekit mechanic but it’s whatever, the devs for some reason love balancing things around perks. But to anyone that regularly camps at 4-5 gens, did you not expect this to come at some point?
I’d strongly suggest to adapt your play style before the chapter releases so you can be less worried about the perk. If you play differently, then the perk won’t be that useful against you. However if you don’t wanna adapt, don’t complain the perk is too OP. Early game camping is such a dull part of the game and I would love to see it get destroyed. Late game camping is fine though as that’s usually the only option the killer has left.
On a side note, I’d recommend Spirit to you all. She can do very well without camping or tunneling. It makes it even better that she’s so fun to play and she gives out happiness. This game needs more Spirit players! 🥰
The problem is the game is not designed for a killer to 12 hook. If you try and 12 hook you are going to lose. I would be more than happy with camping being solved as long as the game is designed such that a killer can "win" by 12 hooking rather than being forced to "play boring"
Look how fast these gens can go even when the killer is pressuring 2 survivors at once and doesn't have a chase that lasts more than 15-20 seconds in the early game. And yet the gens STILL fly:
https://www.youtube.com/watch?v=p3H8J0OdtG4 -
@Mert_MK said:
https://forum.deadbydaylight.com/en/discussion/comment/3063034#Comment_3063034
Mandy herself said before that it was unintended because you could barely dodge projectiles with it.
If spinning ever were to get adressed (which it obviously shouldn't bc it's such a non issue) killer mains would demand that survivors shouldn't be able to sprint anymore right after.
Spinning itself isn't really a problem, the problem is that the autoaim sometimes decides it's going to hit the nearby wall instead of the survivor when they do it, even if you are aiming at them. I'd guess it's a latency problem in regards to spinning. That probably should be fixed, then it would be fine.
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@skylerbound said:
8 matches in a row of double range nurse, infectious/startruck/agitation. All different players.
funny enough all 8 complaining about ppl immediately giving up on hook.
I thought we were getting more variety.
There's several nurse challenges in the tome.
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.A
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@Gamedozer7 said:
She has to be the worst killer in game from a gameplay perspective. She is the only killer that I actively avoid playing because the just hold w to counter her power just makes her gameplay loop so boring. You can't even use her power when the survivors counter her properly at least with most other killers you can use there power to still somewhat effect the game but with artist you place a bird and the survivor runs to a different loop and you have to walk over and repeat the process. To use her power out of loops you have to hit up to 4 different skill shots just to down so unless your a really good artist her power is just mute.
I do find it more fun to play against her but it is still boring. I hope they give her some kind of rework or serious tweaks because she's one of the few top tier killers that no one plays because she's just boring to play as.
It's not just the artist, this is precisely why most killers are bad. Shift + W is so strong that without vaulting, pallets, windows, anything it will take the killer 57 seconds to down the survivor with both hits, pick them up, walk to a hook, and hook them.
Now look at the killers everyone agrees are really strong:
- Nurse
- Spirit
- Blight
Notice the trend? Their powers counter shift + w.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3138736#Comment_3138736
I think the information the zombies give is actually pretty decent.
No they don't, All they do is raise their arms when a survivor is near. Most of the time they aren't even walking toward the survivor. If they made it so they always walk toward survivors then fine, but when survivors walk by them they just keep walking in the same direction, leading you to waste your time. Additionally they often just get stuck there. I have had many times where a zombie is literally just staring at survivors doing a gen and not moving for no reason.
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@PBsamichShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/3139176#Comment_3139176
https://forum.deadbydaylight.com/en/discussion/comment/3138566#Comment_3138566
It sounds like youre both insisting that they should change the game mechanics to give you a competitive edge over players who have spent considerable time and effort becoming more skilled than you.
It's not even about skill, it's simple math. Even assuming the survivor runs in a completely straight line, doesn't use vaults, windows or pallets or anything like that. It'll still take the killer around 57 seconds to hit the survivor twice, pick them up and hook them.
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@[Deleted User] said:
I wonder if anyone counts unsafe pallets and points out there are more unsafe pallets than god pallets.
What does that have to do with prove thyself?
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@MikaelaWantsYourBoon said:
We'll never stop complaining, will we?
So Prove Thyself is new target for killers.
Nurse is still target for survivors, probably Blight will be next if they nerf Nurse.
Love this community <3
Prove thyself has always been a problem perk, but survivors rarely ran it because they ran 4 second chance perks instead. With the meta shakeup survivors are trying other things and realizing that prove thyself is pretty strong, too strong even. Remember it takes around 20 seconds to pick up a downed survivor and walk to a hook to hook them. Prove thyself makes 2 survivors take 45 seconds on a gen, or 3 survivors 30 seconds. You literally can't even walk across a map that fast.
Does nurse care? No, but trapper and myers sure do.
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Ok then, we should do what you said. let's buff nurse, nerf pig, cenobite and plague.
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@ByeByeQ said:
As I post in every Nurse thread, I want to see:
- Make any attack where she uses 2 or more blinks count as a special attack.
- Make it so if she blinks through a falling pallet she gets intercepted and pallet stunned.
- Make it so that if she gets hit with a pallet during her fatigue the fatigue is interrupted, the rest of her fatigue negated and she gets pallet stunned.
The nerf of her range addons really establish her as not a high mobility killer when it comes to movement speed. If she only uses one blink to travel she is not much faster than a 115% movement speed killer, I've done the math. On large flat maps she really suffers vs hold W survivors and if she misses a blink attack the survivor can punish her with distance. On small multi-floor maps she is disgustingly overpowered and I think she is holding back creative map design.
I am really curious to see new kill rate data, but I doubt BHVR will release any because they fear backlash from the community because kill rates are too high for all killers.
As i keep replying to you every time you post this:
- This is bad, because it is inconsistent, every other killer does not have their basic attack become special just because they use their ability. Should we do this for: Deathslinger, Freddy, Clown, Onroyo, Wraith etc.?
- This already is a thing. It is just very hard to time.
- This does not do what you think it does. Fatigue duration is LONGER than a pallet stun, and a pallet stun doesn't obscure your vision. I would much rather get pallet stunned then deal with fatigue.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3137073#Comment_3137073
So we should nerf Pinhead, Pig, Freddy ect because of data?
Use your head. Nurse is clearly head and shoulders the best Killer in the game. She's an outlier and a relic from a time long since past.
Nurse's basekit is slightly more reasonable than her add-ons but it is still immensely strong. Don't be willfully obtuse.
So, what you are saying is that we shouldn't look at data that shows the average player? And should instead look at what those killers they are capable of at a high level?
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@toxik_survivor said:
I miss getting his therapy. I always played against docs through the years and now he's just dead. People only play him for 1 impossible gen perk build and I miss his electric therapy pole.
He's just outclassed by many other killers. The shock is very hard to hit, half the time people still vault or drop the pallet anyway since there is a delay. You get slowed down when you do the shock so you don't actually gain any distance, and he has very little map control.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3137047#Comment_3137047
This is sarcasm, yeah?
It is not.
Every single time they have released data, she has the lowest kill rate in the game. Here is the most recent data they released in january:
It is likely that since they buffed killers across the board that kill rates dipped for most killers below 50%, but yeah, in general nurse is always the lowest kill rate killer in the game. If not the lowest, i don't think she has ever gone above the 2nd or 3rd lowest.
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@OGSull said:
Nurse has been arguably the strongest killer in dbd for about 6 years now and not much has changed. She's had some nerfs in the past but it still doesn't really help the game in it's current state. Now that dh and decisive has been nerfed, I think it's time for another nerf nurse. Personally I feel like nurse has no counterplay if she's been mastered. People say, "oh just double back and lose line of sight." But you can only do so much and on some maps you can't lose line of sight so it's very easy for her. You can't hold forward against range addon nurse and even if you do she'll catch up quickly. I just think bare minimum she needs range add-ons removed and maybe a longer recharge time for her blinks. She doesn't really have to earn her power like oni or wait awhile like blight to get their power. This is just my opinion, but if you guys disagree please let me know.
She has the lowest kill rate in the game. Why should we nerf her?
