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RepliCant

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  • That would just make saboteur feel more worthless with decreasing the efficiency.

    The only reason I use Saboteur is to pair it with a toolbox since of the efficiency. Debuffing it that remendously would just make me never want to use that perk again. Everybody knows you don't use Sabo by itself because it's too slow to begin with.

  • @Runiver said:

    @Brady said:

    @PhantomMask20763 said:
    I'm a pig main and I normally go for someone without a trap however if the person with the trap is the only one around it if I see them on a box I'll down them and hook them itll just give me more time as for the lunge she's just shorter than the other killers making it feel like a long lunge when it's not, same thing with freddy too everyone says he has a long lunge but hes just short ya know

    Prove me wrong if I am, but I think the hit-cone for The Pig and Freddy are actually bigger. It's not the lunge itself, but the actual cone.

    What is the cone to-say? Well, because of the lovely peer-to-peer servers and hitboxes being total crap in this game, the devs implemented a cone for the killers basic attack. Meaning, if you're inside of this cone when they attack is initiated, it will count as a hit.

    Opinionated, but for some reason, The Pig and Freddy are always able to hit outside of a window MUCH FURTHER than The Nurse or Trapper. I'm always hit after a vault and downed with these characters, evidently if they were another Killer I wouldn't of because of the cone. They would've hit the wall of the window. It's frustrating and annoying, you should only be able to hit mid-vault, not after when the vault has been performed. It seems like the opportunity is only given to The Pig or Freddy unless you're just standing directly infront of the window.

    The cones are the exact same for all killers. No exception.
    The range is eventually different, due the fact it's tied to movement speed.

    You guys are just spreading myths, because your perception is wrong due to the fact you play against smaller killers.

    Hold up hold up hold up.

    No, because not every killer has the exact same lunge and size.

    Simply putting an opinion out there with being opened to being proven wrong. Not spreading myths, but being open to a discussion. There's a difference mate.

    That being said, due to the cone, if positioned properly through a window, it can hit the survivor regardless of the Killer. That's cleared up.

    And it's facts that some Killers weapons don't even touch a survivor but register as a hit. Because of the cone. So yes, it's present, and seems to just raise brows as to how a hit registers when you aren't touched by the weapon. It's called crappy coding if you ask me.

    Edit: Yeah, because hit boxes were so broken they implemented a cone instead.

  • since when was claudette posed as a confident girl? Her old slouch gave her the vibe of her social anxiety and awkwardness of "leave me alone" kind of characteristic. This ones now just more of a "where tf am I this aint no botany forum."

  • @PhantomMask20763 said:
    I'm a pig main and I normally go for someone without a trap however if the person with the trap is the only one around it if I see them on a box I'll down them and hook them itll just give me more time as for the lunge she's just shorter than the other killers making it feel like a long lunge when it's not, same thing with freddy too everyone says he has a long lunge but hes just short ya know

    Prove me wrong if I am, but I think the hit-cone for The Pig and Freddy are actually bigger. It's not the lunge itself, but the actual cone.

    What is the cone to-say? Well, because of the lovely peer-to-peer servers and hitboxes being total crap in this game, the devs implemented a cone for the killers basic attack. Meaning, if you're inside of this cone when they attack is initiated, it will count as a hit.

    Opinionated, but for some reason, The Pig and Freddy are always able to hit outside of a window MUCH FURTHER than The Nurse or Trapper. I'm always hit after a vault and downed with these characters, evidently if they were another Killer I wouldn't of because of the cone. They would've hit the wall of the window. It's frustrating and annoying, you should only be able to hit mid-vault, not after when the vault has been performed. It seems like the opportunity is only given to The Pig or Freddy unless you're just standing directly infront of the window.

  • Everything is fine but her lunge. Given all that she does, she doesn't deserve such a vastly long lunge. Still, ez 360s here and there.

    She is actually one of the most balanced Killers in the game, I'd say right below The Nurse and The Hillbilly.

  • Can't see it being on any Nintendo system given the DbD community and the nature of the game.

  • I mean, seeing your loadout Vs. the survivors, all at low rank, they probably just got frustrated and DC'd because they found it unenjoyable. Full perks + Add ons & as Freddy against Low ranks? Wrong skillset. Yeah, i'm sure they find that super fun.

    They get -2 in their Rank, most people find that punishment enough. Welcome to the gaming world of players ragequitting. I like your suggestions though, maybe it'd help with the ragequitting.

  • They forgot this isn't a free game to begin with unllike games like Smite, League of Legends, and Fortnite where purchasing skins was your way of supporting them because they never made a profit from selling their game. A $10 skin would be another story if this was a free game, but some people payed like $20-50 already.

    What doesn't make sense to me is that a shirtless David has more value than a brand new killer and survivor? The values of 2 DLCs is almost equivalent to a single skin and I don't see how skins are more valuable. Just me though, when looking at it it just makes me go "huh?" Especially when these skins are not purchasable via playtime and DLCs are.

    Whatever, it's not like it matters, they're skins, but I think they aren't going to receive the financial outcome they wanted from these skins and that'll be their fault.

  • Yeah I found the emblem bonus funny when it was literally only 10 extra XP. Feels like such a bonus Lol :P

  • @only1biggs said:

    @Brady said:
    I played both Pc and Console alot (too many hours) and thePC's community skill is so much higher than console. It's actually work to get to Rank 1 on PC than it is console.

    That being said, we can't disregard the differences though. But, high ranks on both platforms destroy freddy and wraith more than they do with Nurse, period.

    All it takes is time to get to rank 1, bud. Sure, you gotta know a little about the game and what you're doing, but on all platforms, rank means little to nothing, especially in regard to how good you are at this game.

    Have you seen the difference between a Rank 1 Killer and Rank 20?

    Especially the differences on PS4 than PC, Rank 1 Killers sit on PS4 gently at about Rank 8 on PC. There is a difference when it comes to a lot of killers. Meaning, more time than on PS4. And idk, I see some people never even reach high ranks with playing hours upon hours. So many of you guys are so egotistic and don't actually appreciate some killers and survivor are skilled enough to reach high ranks.

    And I think it does, have you even played against a Rank 1 Killer vs. a Rank 18? Haha man, if you haven't, you're in for a pretty cute picture on the hook. I given acknowledgement that Rank 1 Killers are genuinely skilled in this game. Most having to deal with looping and all too.

    It's easy to bully low ranks man, it's laughable. Completely and utterly a joke. I don't even have to put any effort compared to high ranks where I'm actually attempting to juke and break LoS

  • @Infinity_Bored said:
    powerbats said:

    @Infinity_Bored said:

    Brady said:

    Again, you're all assuming that it's your personal data being taken and that it's somehow useful, it isn't.
    
    They removed it now. You're worries are gone.
    

    Whos data is stored on my PC if not mine?

    If you want to get all technical there's all the programs data owned by other companies on your pc. But private data should only be used with your knowledge and permission.

    He said it is not my private data being taken. So it must be this other companies data.
    Very interesting....

    Private data would be considered things such as photos, documented files such as .docx and along those lines.

    Data such an programs and hardware Intel exist and can be obtained through the spyware. It's probably more intended for improvements on gameplay (Regarding GPU + CPU, etc) than using your resume files or your vacation photos and even your browser history. None of that has any remote use nor would they ever care to take a look at.

    If for whatever reason they were to even release any type of personal information (which will never be the case) it is illegal and legal action would be necessary and prompted.

    Once more though, your private information serves 0 purpose to about 99.8 % of the population. Unless you got some pretty folder filled with photos of murdered victims... Lol

  • @TeambossFloze said:

    @Runiver said:

    @Brady said:

    @Runiver said:
    The colors are indeed confusing, and mostly an artefact of the old colors (They simply removed the ultra rare color)

    FreeTheUltraRareColour

    Though the colours are based on usefulness/power, which is why I want the Ultra Rare tiers to return.
    Ultra rare tiers = S tier
    Purple = A Tier
    Green = B Tier
    Yellow = C Tier

    We can all agree not all purple perks are A tier but above. Plus the more colourful the more pretty, bringin the gay into DBD via perks are the homos global objective! We must prevail!

    I don't want them to get the ultra rare color back for one thing : it would make bloodwebs more expensive since ultra-rare "items" are more expensive.
    They should just normalize all perks colors, possibly making them either all green, or all purple at rank 3, would fix the matter

    I do agree, I don't think there is a need for the UR perks to return, how do you decide what's a UR perk, I mean you have three tiers already, you wont get a 4th tier so do you pick UR perks based on perk tier lists? I think its just messy if you cinluded that

    The purple not datttttt pretty if theyre ALL purple :(

    But I always questioned why the perks that go
    Tier I - Green
    Tier II - Purple
    Tier III - Purple

    To me it just makes sense that S, A, B, C tiers should all exist.

  • @Runiver said:

    @Brady said:

    @Runiver said:
    The colors are indeed confusing, and mostly an artefact of the old colors (They simply removed the ultra rare color)

    FreeTheUltraRareColour

    Though the colours are based on usefulness/power, which is why I want the Ultra Rare tiers to return.
    Ultra rare tiers = S tier
    Purple = A Tier
    Green = B Tier
    Yellow = C Tier

    We can all agree not all purple perks are A tier but above. Plus the more colourful the more pretty, bringin the gay into DBD via perks are the homos global objective! We must prevail!

    I don't want them to get the ultra rare color back for one thing : it would make bloodwebs more expensive since ultra-rare "items" are more expensive.
    They should just normalize all perks colors, possibly making them either all green, or all purple at rank 3, would fix the matter

    That's not a bad thing

    Noooooooooooooooooooooooooooooooooooo cause i want the pretty colourssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss

  • @Runiver said:
    The colors are indeed confusing, and mostly an artefact of the old colors (They simply removed the ultra rare color)

    FreeTheUltraRareColour

    Though the colours are based on usefulness/power, which is why I want the Ultra Rare tiers to return.
    Ultra rare tiers = S tier
    Purple = A Tier
    Green = B Tier
    Yellow = C Tier

    We can all agree not all purple perks are A tier but above. Plus the more colourful the more pretty, bringin the gay into DBD via perks are the homos global objective! We must prevail!

  • Trapper needs a genuine Quality of Life update. His travel to pick up traps to place them concept is severely outdated.

    The Wraith speed reduction when uncloaking needs to be considerably decreased so it's not so punishable.

    I agree with most QoL improvements. The Pig's is questionable, her crouch stance is meant for Stealth and Ambushed kills, guides on The Pig show if you aren't able to secure the hit in the stance it's better off to be uncrouched instead.

  • Again, you're all assuming that it's your personal data being taken and that it's somehow useful, it isn't.

    They removed it now. You're worries are gone.

  • My guess this is utilized for improvement on the game itself. The assumption that all of your personal data requires to use to them is present. It's more tended to use intel such as hardware, GPU, CPU and similar stuff regarding tech. It can be used for gathering more than needed data though, and that's not okay.

    Although, players need to be informed as it's against the GPDR itself. Or not used at all.

  • @weirdkid5 said:
    For juking Killers in DbD, you really need to be able to break LoS and utilize your third person camera. That's pretty much all there is to it.

    Example: you are running from the Killer and are approaching a jungle gym. You run into the gym from a bad angle, and you turn your camera around to see the Killer is beginning to attempt a cutoff around the gym that will result in you getting hit faster. If you watch behind you as you run away, you can see what the Killer is going to do.

    From here, you have the choices of either A. To keep running or B. To turn around and go back the way you came. The Killer will have to choose once breaking LoS if you are going to be tricky or continue on your path.

    This is a very simple example of mindgames that can be played after breaking Line of Sight. Other mindgames including pallet mindgames where you actually lose LoS of the killer for a moment, and he can do something called "hiding the red stain" by turning around and circling the loop BACKWARDS.

    Basically, mind games all come into play once breaking Line of Sight. You cannot run mindgames otherwise, the Killer will simply hold W and follow you. Whether or not you decide to do a 360 could be a mindgame, but 360s dont work on good Killers anyway.

    As for stealth, STAY MOBILE. If you duck into a corner or something to be stealthy, you're doing it wrong. CONSTANTLY stay on the move unless you have a solid hiding spot that ISN'T a corner. Run Urban Evasion 100% if you are trying to play stealthy. Against Doctor, you need to keep in mind when outside of his terror radius, your madness will DECREASE back to 0 of the current level, but not down another level. Sprinting or doing an action will stop the decrease. Just walk around and your madness will go back down.

    Idk what time zone you are, but I would recommend watching my stream to get an idea of how to play like this. You are actually asking how to play the game the way I play it, so I feel you could learn something from me. Here is an example match against a fairly decent Trapper.  Notice how me and him move around each other to try and mindgame one another, and while I do utilize pallets, I can hold a chase for 2 or 3 minutes without needing to loop.

    www.twitch.tv/weirdkid5/v/258046465?sr=a&t=2s

    I very much respect the way you play because I find the same - Once I stopped relying on loops and started to play mindgames, my escape rate skyrocketed. I just don't utilize pallets as much and often jukes get me out of chases without the need of using so many pallets. You should not be able to outrun the killer, but more so outplay. Looping is outrunning the killer, mindgames, jukes, backtracking, and stealth are outplaying the killer.

    Very keypoint to take in explained by weirdkid. Stealth play is acquired greatly when staying mobile, but can be diminished easily if you're not aware of your surroundings and the killers position. It is highly recommended to stay mobile, without being in LoS. As well of being highly aware of your surroundings.

    360s are mind games when unpredictable, and often times due to the popularity of 360s, I often fake a directional 360 and do a drastic direction change that tends to baffle most killers. It seems to work better against higher ranked killers, and simple 360's work better with lower ranked ones.

    A popular way to gain distance and break LoS are fake outs. The video that the above posted is a really good example of pretending you're going to vault when you indeed don't - and this works best with windows.

    Some critiques:
    I would encourage you to utilize that much better with attempting escape and moving location with backtracking involved. Not always involve b.t. but often times it helps if you're aware of the killers position.

    More in depth: Fake a pallet vault (You're good at that), often times you know not to when you don't see the Killer check the opposite side of the pallet, sometimes it's pure prediction, and completely break LoS, then once they've checked the area briefly, backtrack and hide until it's clear. Often times when they check a locker, I go and hide in it until safe. About 5% of killers double-check a locker. This works really well with losing chases.

    Especially with window vaults. In places like the Killer shack, when you go to vault out the window, most Killers will not follow you all the way through in the first or second time. If you fake using the window, backtrack to the direction they came (Or what I like to do is go to the outer side of the shack complete opposite of the window and skrrt away), you've completely broken LoS and possibly escaped a chase very easily. Most killers will assume predictions of your movement to close in on chases, make unpredictable moves to utilize this most.

    Remember that a good survivor should be wanting to drop the chase as fast and quickly as possible to avoid becoming spotted, eventually out-ran, and injured, then downed. Being in a chase is not a good thing. You want to be working on generators to be one-step closer to your escape. While holding a 2-3 minute chase is impressive, it's more impressive if you're able to lose the killer quickly and discretely. Especially in high ranks.

    While utilizing pallets is a good thing, I must add some constructive criticism and say (with all respect) that there were lots of clutches used with your pallets especially very early-game. An example would be the shack, predicting that he looped the pallet backwards, you could have stealthed-vaulted the window, break LoS and gained more distance or possibly end the chase. I must encourage using pallets as a resort to avoid being completely hit and when there's no options at all to juke. There were about 5 pallets used in one single chase, which led to a more stretched out chase than necessary. Though, that Trapper was really good. +1 for both of you guys.

    Small jukes are nice, but recommended only when in healthy state, and when needing a very quick easy-distance reward. I've had jukes in the shack done timed just right where the killer checked the locker instead, and allowed me to end the chase right then and there.

    The Doctor is another story, your best bet is to just get the hell away from him as much as possible. Juke, leave the area, and stay out of his way. He isn't good at countering stealth when he's in Punishment mode, only Treatment mode. Closing the chase favourable on the survivors side is highly, highly recommended than being able to drag it out as much as possible. That's from my experience though. If you lose him good enough, he'll often switch his focus onto a player that's stealthed/position got revealed.

    Perk build wise, I'd highly recommend using perks that utilized for chases. I'll go slightly in depth with a few of my builds, from my personal experience, have helped me escaped chases better than most Meta builds, which usually lead me to escaping more.
    1. Iron Will, Urban Evasion, Lithe (Can be replaced with Sprint Burst depending on preference), Lightweight.

    • Lightweight: is such an uncommon used perk that it has helped me the most when escaping chases. Scratch marks are the #1 source for Killers in chases, and this helped diminish your trails quick and allows for stealth moves and more LoS breaks + jukes. Best used when the killer decides to do an action (Breaking a pallet, window vault, Gen breaks). Killers typically calculate the intensity of the marks given and allows them to dictate how recent they are, and this tampers with it causing for a lot of miscalculation.
    • Iron Will: If injured, this gives you a good chance for stealth. Grunts of pain are a common audio cue used by killers to track down injured survivors. If on a dark map, lots of grass, having your grunts be silent and your blood trails being able to be unseen allows the killer to not track you so easily.
    • Urban Evasion: Explanatory itself, allows for crouched play at the normal speed of walking, some killers can see the walked survivor at full height, and this perk deems super useful for stealthed play.
    • Lithe/Sprint Burst: This is your speed boost for the chase. Utilizing it to gain distance and breaking LoS is the best way to. With the other helpful chase perks, it's recommended because it just are strong perks that will really help you.

    Sometimes I mix in Quick & Quiet, Resilience, and Technician. Utilizing these perks correctly will deem them useful and sometimes powerful. I've even used Quick & Quiet, Res., Tech., and Lithe itself and I easily lose the killer the second the chase begins. Awesome.

    Don't be concerned or worried when not using Self-Care. Memorize the Chests locations, and know that your fellow survivors mates are always going to be working on a generator if you're post-occupied from a chase. This will result in faster heal, more time spent on a generator, and granted that the generator will be done quicker since there's now two of you in the same exact location. If you can't find anyone or chests are all looted, than you must excel if put into another chase and be a little extra cautious.

    I know it's argumentative to say this game doesn't reward stealth, and to be truthful it does, just not the slightest compared to a more aggressive playstyle (the stereotype loopers with flashlights who "gen rush"), but if you do gens/exit gates until found, escape every chase, and repeat, with a few saves thrown into it and some heals, you WILL double pip.

    I just need to include that the above video is one very skilled survivor, and another very skilled Killer.

  • This should be tested through PTB as this not only is given mathematical evidence to support your suggestion, but also does offer a really good encouragement to gameplay style. Awesome job.

  • @The_Manlet said:

    @Brady said:

    @The_Manlet said:
    I don't think the game being so 1vs1-able was intended. That was an unintended consequence of more skilled, obsessive players uncovering a meta playstyle and perk combination that made them stronger than intended.

    Of course not. The level of viability 1vs1 is at is insane. Like I said: You should be outplayed by the survivor, not outran. AKA jukes and stealth. Which is why I like the Nurse: She's the worst killer when it comes to stealthy plays. Have you ever noticed the best-skilled survivors are the ones that break LoS and just randomly disappear? (Please answer I actually want your opinion on that question)

    This is taken directly from deadbydaylight.com
    "Stealth, smarts and discretion is key if you’re playing as a Survivor. You see the world in third-person and have the advantage of a wider field of view. If you don’t fear an adrenaline rush when the Killer walks right by as you hide in the grass – Survivor is your pick"

    Man, this isn't even the case at all. This game hardly supports stealthed play, and it's sad. I want less viability to 5 minute chases, harder chases but easier ways to escape. If you think about it: The Easiest way to play survivor right now is to run around a piece of wood until its broken and you get time to run to another one. What even.........................................

    Maybe the OP is right when this game supports stealth and not so chased-based. But as it stands, she's put on the pedestal because of the current nature of the game.

    I agree completely that the game would be better if survivors went down pretty quickly unless they outplayed and lost the killer, but the devs have been making stealth worse and worse with perks like BBQ, killers like the Doctor and Freddy, and the scoring and ranking systems which don't reward stealth. Feels like a monumental task, to turn the game into a stealth game.

    Copied from the Official Deadbydaylight.com itself:

    "Stealth, smarts and discretion is key if you’re playing as a Survivor. You see the world in third-person and have the advantage of a wider field of view. If you don’t fear an adrenaline rush when the Killer walks right by as you hide in the grass – Survivor is your pick."

    IRONIC.

  • @Tsulan said:
    Well you gave the answer yourself.
    Survivors use SWF to get to higher ranks than they belong.
    Killers tunnel and camp those survivors to get a chance to win, since SWF is overly altruistic.

    Again with the generalization..... It's talked about like solo survivors don't even exist anymore.

    But yeah lots of SWF in high ranks. Overly altruistic ones because they don't want their friends to die. Making camping really viable.

  • Maybe it's best we can't, some of us would feel embarrassed to take a look at our hours LOL

  • Would lag-switching even be a thing if we had dedicated servers?

  • @The_Manlet said:
    I don't think the game being so 1vs1-able was intended. That was an unintended consequence of more skilled, obsessive players uncovering a meta playstyle and perk combination that made them stronger than intended.

    Of course not. The level of viability 1vs1 is at is insane. Like I said: You should be outplayed by the survivor, not outran. AKA jukes and stealth. Which is why I like the Nurse: She's the worst killer when it comes to stealthy plays. Have you ever noticed the best-skilled survivors are the ones that break LoS and just randomly disappear? (Please answer I actually want your opinion on that question)

    This is taken directly from deadbydaylight.com
    "Stealth, smarts and discretion is key if you’re playing as a Survivor. You see the world in third-person and have the advantage of a wider field of view. If you don’t fear an adrenaline rush when the Killer walks right by as you hide in the grass – Survivor is your pick"

    Man, this isn't even the case at all. This game hardly supports stealthed play, and it's sad. I want less viability to 5 minute chases, harder chases but easier ways to escape. If you think about it: The Easiest way to play survivor right now is to run around a piece of wood until its broken and you get time to run to another one. What even.........................................

    Maybe the OP is right when this game supports stealth and not so chased-based. But as it stands, she's put on the pedestal because of the current nature of the game.

  • This is my opinion:

    Camping is fine, it is not a problem that needs tackling, nor a problem to begin with.

    With that being said, I think Lore wise, The Entity frowns upon it. It would be displeased to know you are watching one be consumed (I think the Entity if it could speak would say "Go Kill the Rest, this ones mine now" when a Killer has hooked someone) and allowing others to be doing generators and countlessly escape. It would want you to go and kill them as much as possible.

    Because, the original intention of this game was that it was NOT a team-based game. It was subjective to the thought that not everybody was going to be saved every time or atleast attempted to. Causing the Killer to not have the need to camp every single time (there's people who rely on that strat) and go to sacrifice more of your prey.

    Read Benedict's Journal; It even states in the lore that some are brave enough to help others, though not everybody is. Basically indicating that there isn't a single camping killer embracing and watching the sacrifice of the individual.

    This is lore wise only, mechanically and realistically when it comes to the video game nature, camping is just a strategy. You failed to escape the chase, that's on you man.

  • @SeducedByDaemonette said:
    Again people overrate Nurse . Mediocore Nurse is not stronger than any killer . Don't rely on looping every time , god damn it .

    I guess that says a lot about the strength and power of the Killer role, then.

    @SovererignKing said:
    The_Manlet said:

    @SeducedByDaemonette said:

    Again people overrate Nurse . Mediocore Nurse is not stronger than any killer . Don't rely on looping every time , god damn it .

    A mediocre Nurse is stronger than any other killer unless they're played by an absolute expert. Looping is the game. The devs have been making stealth less appealing with every update.

    Simply because no matter what, the Survivor players push for it because of how easy it is. Started with infinite’s, devolved into Looping. Only reason : Because Survivors knew Looping is overpowered. Now suddenly Looping is being addressed slowly and Survivors are losing their minds. 

    If they cant 1v1 Killers, suddenly everything is “useless, Killers are OP, everyone will quit the game, game will die.” 

    Sometimes I feel like my big-long, very explanatory posts go unread and unacknowledged.

    Anyway, let's not generalize survivors who loop to every single survivor - as we shouldn't generalize every annoying aspect of a game that suggests everyone does it. Survivors like weirdkid5 and many others don't fall back of the clutch such of looping. Acknowledge that there's ones out there who do the skillful thing - Breaking LoS and juking. I'm glad pallets got a nerf (?) because ones who don't rely on them, aren't really effected one bit.

    Nurse is very well at closing a chase and long ranges, defies the clutch of loops (That's actually a ######### blessing because I love the fact we even have a killer that encourages NOT looping) but you can still be destroyed by her without loops being present to begin with. And just because she can go through walls doesn't make her exactly easy either.

    May I please say and where The Nurse stands is where EVERY GOD DAMN KILLER SHOULD LIKE GUYS, She's perfectly balanced. Don't disregard the fact that she's strong with mindlessly pointing out her mediocrity with no substantial evidence she's as weak as every other Killer. She isn't. And if you think she isn't as strong, as being the strongest killer in the game, that screams a whole lot of problems with the killers. Her skill cap is not subjective to opinion.

    Not bashing but... Do you guys play at Rank 1-8, countless hours into the Nurse, or come across one as a survivor? It's a damn near challenge and it's fun as hell. I see a Wraith and there's practically barely any challenge and it's meh.

    EDIT: (No DP)

    Its pretty much expected at this point. Survivors kick and scream every step of the way for the preservation of broken mechanics that allow 1v1. I joined this community after infinite's were already dealt with via the entity blocker but for the sake of gaining perspective on the matter i took a dive through the DBD subreddit and steam forums looking for the survivors perspective on infinite's and of course almost every topic on the matter there were loads of survivors defending them. Saying the survivors need them, that the killer should just git gud or switch targets, etc. Now its the same with pallet looping and D strike. Bad survivors want to maintain broken mechanics that allow 1v1 because the idea that they will actually have to learn how too not be ass at a 4v1 game frightens them. Why they bought this game in the first place i dont know. I imagine the majority of them play it because its bully simulator 2018 and such play was popularized by streamers such as OchiDo, Noob3, Angrypug, etc. I hope the devs nerf survivors until killers are at the point where getting found by them is "oh #########, i dun ######### up" and not "yeah, boi. Got my sprint burst, flashlight and D strike all set and ready. Lets go to pallet town".

    If DBD ever reaches that point that it is true 4v1 and the survivors no longer have any safety nets the game will be in a good spot.

    Let me just state that in no way am I defending infinities or pallet looping but the original games intention was this is NOT a team based game, this is why 1v1s are viable as hell in this game.

    This original games purpose was to be stuck in a trial, with a random 3 set of survivors that you don't have to give a damn about. Therefore: They made 1v1s really strong on the survivors side. Disagreeable but it's perfectly explained. There should be an actual chance for the survivor, just not the intensity of a SB, DS, SC combo. That's a bit too much.

    I usually run Lightweight + Iron Will + Urban Evasion + Dead Hard and/or Lithe, and I feel genuinely rewarded when escaping a trial because I feel like I outplayed the killer with a loadout that doesn't even support loops to begin with. Stealthy play + juking needs to be more rewarded than running a 5 minute chase by going to every pallet on the map. I don't know why the ######### it isn't.

    A question for you Killer mains: Do you genuinely feel respectfully outplayed when you're juked/by stealth than you do by being outran (Loops)?

    A nurse supports jukes and stealthy play in a game that doesn't really support it.

  • Quentin and Meg.

    ginger squad + tired squad = a good representation of me

  • It looks like they did an unbelievably good job especially for a sequel for the first.

    Laurie Stroodle is back and wantin to kick ass this time

  • Gen tapping takes so long, that if you're not able to get atleast a hook in, that's on you. Besides, people still complain about Ruin when survivors pop gens without tapping them (Hitting great skill checks). Ruin either gets destroyed super quick or does the job really well. I find not much of an inbetween.

  • Hey, I see what you're saying. You're witnessing a lot of praise for a Killer and you have another opinion, that's okay.

    But from my experience as a solely-played survivor, the Nurse has been either the easiest games I have ever played, or the hardest. This is why it's common to hear praise for a killer that doesn't actually comes off as "Hard" to use. We have to face the fact, not subjectively, but rationally, that she is indeed the hardest killer for learn. Therefore often putting her on that pedestal of praise.

    Yes, The Nurse is actually the easiest killer to bully if she isn't learned. She is not like Wraith or The Pig where you can simply pick them up and have a good possibility at achieving kills. This is not the case for The Nurse.

    For The Nurse you must:

    • Accumulate and calculate the range of the blink and whether or not the survivor is going to dodge (juke), turn the other way, or keep going. Simple words: Know the length of blinks while predicting survivor movement. You must dictate whether or not a survivor is going to fake a window vault, throw down a pallet or loop. She does defy these mechanics, but still offer ways to for survivors to avoid her blink attacks. (To other survivors: Think differently. She defy's mechanics for a reason, and it doesn't make her broken. You can still win against a Rank 1 P3 Nurse, you just have to think out-of-the-box and play an unpredictable way. Adapt. That's what you should do.)
    • Know how long your lunge attack is. This is so commonly miscalculated - she is the Killer I see often most missing hits simply because they thought her lunge attack from a blink was long enough.
    • Handle and figure out how to deal with the fatigue. You must deal with the easiest Line of Sight breaker in the game. Many Nurses lose their chase due to their fatigue.
    • Slower movement speed than survivors themselves. Making her blinks an essential when playing her. Meaning, if you don't blink, you will probably lose the game. Ontop of that, it means you got to learn her blinks.

    Out of all the Killers, she deserves the reward of being put on the very top pedestal. Her power is not easy to use until learned, and it means you must take that time to learn. It means countless mistakes. Her skill cap deserves that reward. Also, from what I see, The Nurse is one of those Killers that there's always something to improve in; which is awesome. Every Killer should stand at the power & skill where she does. She's not OP: She's the perfect balance.

    Edit: I read some of the above, and it's subjective to think two hours is enough to learn how to handle a Nurse. If you didn't take the time to learn her, and you're in Rank 1-8, I suggest you try using her for two hours and see how much you'll get destroyed. I believe then you have the right to say whether or not two hours is good enough. These Nurses that do destroy the Ranks 1-8 put a lot of time into learning her, I don't think it took them two full hours to. We good survivors know how a bad a Nurse can be without the time put into her.

  • I played both Pc and Console alot (too many hours) and thePC's community skill is so much higher than console. It's actually work to get to Rank 1 on PC than it is console.

    That being said, we can't disregard the differences though. But, high ranks on both platforms destroy freddy and wraith more than they do with Nurse, period.

  • Her hum radius is that far because of how long her shots can get - directional too so you're aware of which way the hatchets are to be thrown at.

    Decreased movement speed because her hatchets do damage, The Clown's AOE movement reduction can still be countered by vaulting + pallets, which is enough time to be not hit by him. Also 360s.

    The Clown is mid-tier where as the huntress is high tier. She has a higher skill cap than the clown resulting in more downfalls than him.

    She just needs her hitboxes to be fixed.

  • they're all useless except Dance With Me, but it has to be synergized with lithe or QnQ and even then it's still crap.

    just another cosmetic character. lol.

  • @Zanfer said:

    @Brady said:
    What you did was fine. You did respect the 4%. He even got back to full health so like...

    Disrespecting the 4% would be considered watching the person (facecamping) until they have every failed attempt gone, and if they do Kobe off the hook you instantly down them instead and just rehook to ruin any chance they got.

    inb4 "Killers don't have to do #########" comments, let me just say, you're defeating the entire purpose of that luck 4% and being able to possibly escape on SUCH A SLIM CHANCE THAT ONLY HAPPENS 4% OF THE TIME. It's a low chance to begin with, and it's a dick move if you purposely facecamp just to make sure every chance they got is gone. It's not saying you can't do it, you most certainly can, but man even I wouldn't be a dick enough to do that.

    The killer doesn't have to respect #########. He is there to kill the survivors that are trying to survive. Just because you got lucky and pulled your self off the hook doesn't mean you get away scot free. The killer is suppose to kill you just remember that big component to the game that clearly flew over your head..

    . "It's not saying you can't do it, you most certainly can,"

    LOL I literally said that

    My point was it's just a dick move if you really just stand there making sure they're completely #########. I'm not saying you can't do it, what kind of made up rule is that?

    Stop being so defensive.....

  • @Runiver said:

    I'd like to have a week without everyone having either SC or a medkit. That could be fun to see people struggling and have actual consequences for their bold plays.

    SC or not having a medkit isnt as strong as you think.

    I went months without either (My favourite build is Lithe+Lightweight+Iron Will+Urban) and boy let me tell you, that doesn't stop me from diving in for a bodyblock to save my mates, most of the time I'm actually HEALED QUICKER because my bold plays often include someone close, and most of the times I'm ended up being ignored, OR ran into a chase I often escape. Not getting into the SC discussion, but it's seriously not OP as everyone thinks. +Chests...

    Also I gotta disagree with vault+hit suggestion because that practically defeats the purpose of the windows for the survivor, you can already hit them through the window because of the hit box, so??

    It would cause alot of OP scenarios like mentioned above with exposed status effects etc.

    If you really are frustrated about bodyblocking, look at the other frustrations about camping and tunneling yet are still considered viable strats. I mean, there's killers out there that bodyblock the hooks, basements, and hatches. There's no counter to it other than a result that will cause OP scenarios on both survivor & killer sides.

    Killers and Survivors in this game work, somewhat, on tropes from typical slasher/horror movies (Killer walks >faster than you can run, you don't die outright when struck, when struck you're easier to find because of the >aftermath, you need someone else to heal you unless you have the knowledge and the resources to do it >yourself, the Killer can always find you if you aren't careful, etc). No slasher/horror trope has every victim >bumrushing the Killer - who is a terrible threat to everyone - while he cleans off his weapon before he slashes >someone again.

    Wow, movies are real life with no video game codes. AKA Mechanics. No hatchet disappears if it's thrown into a car? Realistically everything like that can be applied to any game. This is a video game for godsake.

    1 person in grasp + 3 bodyblockers =No gens getting done = able to injure atleast 1 (or 2 or 3) = healing process = still no gens being done + chasing a survivor = still not a survivor working on a gen

    Now, you get like 6 downs in a match and not a single hook due to bodyblocking, I can totally see your frustration. But um... Body blocking isn't 100%... Idk, nothing I can see really being able to fix it other than a mechanical overhaul which could cause more harm than good.

  • What you did was fine. You did respect the 4%. He even got back to full health so like...

    Disrespecting the 4% would be considered watching the person (facecamping) until they have every failed attempt gone, and if they do Kobe off the hook you instantly down them instead and just rehook to ruin any chance they got.

    inb4 "Killers don't have to do #########" comments, let me just say, you're defeating the entire purpose of that luck 4% and being able to possibly escape on SUCH A SLIM CHANCE THAT ONLY HAPPENS 4% OF THE TIME. It's a low chance to begin with, and it's a dick move if you purposely facecamp just to make sure every chance they got is gone. It's not saying you can't do it, you most certainly can, but man even I wouldn't be a dick enough to do that.

  • @Master said:
    A lot of it has to do with latency.
    But then the devs are pretty much incompetent when it comes to hitboxes. They admitted that the killer weapon he uses by M1 does not work via hit box registration. No, instead they had to define a "hitcone" in front of the killer, if you attack with the survivor within that cone, then the weapon is directed towards the survivor and hits him, pathetic isnt it?

    And then there are the truck hitboxes in auto haven, but thats a different story^^

    rainbow six is a good example, you were able to shoot a guy behind a wall due to the netcode, in DBD we still are in stone age and use P2P, so well.... how is that gonna work out :lol:

    Hahahahaha I love this post.

    Silly Peer to Peer servers. They stated it was "too hard" to switch to dedicated in their Q&A on youtube. Let's be honest, the time should be put forth better servers and better gameplay than cosmetics and new content. You release that stuff after your game has been polished.

    Maybe that's why survivors get hit after that vault through a window too... And omg I know the truck is horrible, I feel bad for the huntresses and the trucks.

  • I can't seem to comprehend what you mean in this post.

    A strike hit is a small-lunged hit resulting in a smaller cooldown. Have it as a multiple time use would cause too much slugging for survivors?

    Can you eloberate in a more simpler way maybe to help understand better. I'm getting a post here that's suggesting a counter to bodyblocks at hooks.

  • Iron Will, Lightweight, and Tenacity, + Technician for some dirty gen plays.

    Lightweight is extremely underrated.

  • @Zavri said:
    won't happen.

    We don't know the final number for teachables, but the shard gain rate is currently like 5x faster than live even at low account levels ( 1 to 20 ).

    I think it will end up being on par or even faster to grab teachables.

    From what I've played + streams on ptb the grind is more-so alot but a lot quicker than previously. It varies as there's no consistent rate but a rough approximate.

    And not to mention: You're gonna have to grind for any cosmetics you want + teachable perks in shrines (Which 2000+ Another 2000 = 4000ish~ Shards)

    And the rate you get shards /hour would be about 300ish~. Therefore the grind wouldn't be that bad.

    Though I'm gonna miss actually gaining shards from how long you were in the match for. Sucks they took that away.

  • Can we all just agree it goes the same for both sides and shut up with this same discussion that is just throwing the ball back-and-forth of namecalling and ensuring the one side is more entitled than the other.

    Every discussion turns into this of whether one side acts toxic and not the other and it's getting old. This discussion is counterproductive for the end goal which is a better game. We get it, killers call survivors entitled and whine, and survivors are toxic ######### to the killers. /s. Move on already. Stop justifying behaviour and start pushing more and more for balance. This just getting old, real talk.

  • @SovererignKing said:
    Now that the developers have finally realised that Looping is a broken hit box cheese that negates the Killers higher base movement speed, they are finally working on it. That’s the whole reason The Clown works so well. Him slowing down Survivors successfully counters the Survivors slowing the Killer down via hit box absue so the 15% higher base movement speed Killers are SUPPOSED to have is no longer negated. 

    Now all they need to do is tweek Bloodlust. Make it stack faster, but less of an amount per stack. This would cancel out extended Pallet Looping by giving the Killer back the speed he is losing via hit box abuse. Right now IIRC, it’s 5% Speed for every 15 seconds. All they need to do is tweek it to be 3% for every 5 seconds. This gives Survivors some more leniency as it’s not as steep at tier 3, however Looping only works for about 10-15 seconds. 

    The numbers can be fiddled with if it’s insufficient. You either lose the Killer within 30 seconds (45) if you pull off some insane crap, or you hit the floor. No more of this “Stall to win”

    As much as I disagree with pallet looping, remember, your suggestions would make pallet looping a necessity because it would result in chases that you don't loop in, completely and utterly broken. Your suggestion would just result in more pallet-loopers and more complaints

    But something needs to be done that aren't simply just bandaid fixes for Killers. Hopefully they'll figure something out.

    My wish? Completely tweak loops entirely not making them a clutch, and make it easier for survivors to escape instead. Because it's not that easy to escape a given chase without essentially looping a bit, and some people fall back onto loops entirely instead of making jukes more viable than loops. Pallets intended purpose was for LoS breaks and a blockage of path from the killers to gain distance and escape, but they evolved into the biggest clutch in the game. Running around them in a circle until you stun the damn killer.

  • omg being able to kick people in the face to be like "haha, NAH!" would make my day and some serious fun trolling to my fellow SWF friends. Seriously, I want that.

  • @RagingCalm said:
    @Brady hm. I guess I must have looked at it wrong. DAMNED SHADOWS!!! In all seriousness though, I never stated that hatchets can hit survivors that were not in the way. I was just thinking that she actually did walk back into it, sorry. I absolutely do agree that all hitbox problems with her should be fixed.

    My post feels salty now in reply to yours :P Mb, but yeah they need to fix ALLLLL of them. There's times when I play survivor and I'm like... that should've hit me.

  • @RagingCalm said:
    Notice how in the first screenshot she is behind the huge rock. In the second she is in front of it. This proves that she had to have moved to the right, into the hatchet, then simply messed up and when moving back to the left, overcorrected causing herself to run into the rock, into the Killer.
    The actual problem with Huntress is when the hatchets clearly go right through survivors, but they just don't care. Another huge problem is that the hatchets automatically go way below where you throw them, forcing you to look nearly straight up if you want to throw it over an obstacle like a box in a loop. Also, if you throw a hatchet at the survivor while vaulting certain windows, the hatchet automatically aims itself towards the bottom of the windowsill, regardless of where you aimed it.

    Uhhh, she didn't fully go behind the rock. You must be visually fooled by the rock's shadows. She absolutely did not turn right at any single point given inbetween the hatchet thrown + the hit. He completely moved left before the hatchet was thrown. No way did he move slightly to the right. Therefore: Hitbox.

    I mean, really? Yeah those are problems with the Huntress that need fixing, but it's so ######### evident in those screenshots the hatchet didn't even hit her, and you're just stating the problems with the huntress of the complete opposite while completely disregarding the problem the original post was about.

    Fix the hitboxes, period. All of them and not just the ones that miss the survivors yet hit them anyway. But cmon, don't disregard what is literally screenshotted with evident proof.......

    Edit: https://www.youtube.com/watch?v=J5JK1M3nRxU

    Start at 15:05 and consistently unpause and pause the video, and you'll see she starts right, moves left, but no where inbetween went left-right-left. And it's perfectly shown the hatchet should've missed.

  • @Mc_Harty said:
    Huntresses hatches are inconsistent as ######### for both sides.

    Half the time I'll be wondering why did that hit or didn't hit.

    They're sooooooooooo bad

  • @Lumi83 said:
    camping is a legitimate strategy. sometimes it pays off most times it doesn't.
    personally it bores me. I have used it a few times at the beginning when I was new to killing.
    most killers don't even camp these days anymore, except for newer killers. there are of course those killers who do camp, but they are a minority.

    You've clearly haven't played on console.

    Anyway, camping is a fine strat. Camping & face camping are too different things. Kind of a ######### move if you facecamp, but people only find it a problem because you are indeed ruining the individuals experience. (I'm talking about facecamping those innocent, non-looping sweethearts who don't clickityclick your way into hell). Remember, if you were immobile and had no way out, your frustration would be evident too. You guys just don't face the problem of not being able to conduct to gameplay (i.e being immobile on a hook and not be able to do anything, literally, anything but sit there and watch you camp)

    Facecamp that annoying prick tbh I'm all for that, hell I've been facecamped for being a douche ingame towards killers and I just say gg afterwards cause he had every right to.

    I'm just gonna make this clear: I find killers, not all, but most usually go: "Camping is a strat! It's fine! Survivors need to stop complaining", follow the typically, "Do something about pallets! Fix Survivors! This game is annoying for Killers!" and most don't realize their behaviour with camping is no better than those pesky survivors. Yes, camping can be compared to looping as the gameplay isn't essentially a fair, enjoyable gameplay for the opposite sides. Still a viable strat, but like I've said before, they aren't necessarily respected ones. I way more respect a killer who managed to 4 KO all of us survivors with each survivor having been 3 hooks + no camping involved whatsoever than one who camped me first-hook. Or respect a survivor who escaped without barely any looping involved and more-so jukes.

  • Idk, bring it back if you ask me, was nice to see if my post was agreed upon or disagreed.

    instead some people got salty about them and now theyre removed. :(

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