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RockoRango

RockoRango

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RockoRango
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  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/189488/so-console-fps-was-fixed-but-they-broke-pc-fps

    I've seen a few posts with console players complaining about the fps so I'm not sure where you're getting that it's fixed? But yes lower end pcs have taken a big hit with this update and I look for alot of people to have to make some sort of upgrade in order to have a smooth performance again

    Well, it doesn't matter if you have a high or low-end PC: You're still getting the FPS hit. I'm gonna have to turn my settings to low to get the FPS I want, which medium on a PC like mine is ridiculous in the first place.

    For the Console part, I don't have a console so I really don't know for sure. I'm just basing it off of what I can gather.

  • @antgnstea said:

     "Its almost like im still playing on console, the only difference is mouse and keyboard."

    I think that's exactly why they have that cap. They believe, it wouldn't be fair to console players to have opponents with high frame rates.

    I've seen even fog whisperers overcome that cap, so I guess you can do it, too. But I guess I am one of the naive players who think anything that is not in the game options, shouldn't be changed.

    Yeah, the cap is dumb, especially for people who use G-SYNC and need their fps capped 3 frames below 144. You can go in the .ini and turn off VSYNC, and the cap, as I believe it offers no advantage other than aesthetics.

  • Tbh, I don’t PGTW at all; I find PGTW to be useless because of the amount of chases you could lose to regressing a gen, as well as your focus being put on regressing the gens rather than downing the survivors. I STILL prefer Ruin, as it does a lot more (even if cleansed early, it still provides more) and doesn’t distract me from what I should be doing.

  • They weren’t reverted, they just brightened them.

    @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531402#Comment_1531402

    There was also a pig nerf and an annoying visual effect after being pallet stunned

    U right

  • Ay lmao, this is only the second time the devs have actually reverting something that the community criticized them for (first being the pallet grab/insta flashlight update). How exciting!

  • WastedTime.png

    It took me two years of playing the game on-and-off to get that one, let alone In the Void. Good Luck trying to get it in current year without farming, which is what I would probably do tbh

  • Page 6, still no dev response on this thread.

    Even as a PC player, this is really sad.

  • Nurse players would like to sit down and have some tea with you.

    I don’t really expect these things to be fixed until they decide whether or not they want playing Billy to be annoying or not.

  • I'm pretty sure it was only meta when it was broken in the PTB (AKA the instant heal PTB).

  • @JPLongstreet said:

    I have the ol girl an extended tryout long ago, before ded servers, and i am convinced I am no good with her. The good nurses on PC tend to do a flick thingy with the mouse and camera, something that may not be possible with a controller, even with the console sensitivity upgrade a few patches ago.

    All the advice listed in this thread is great. Practice seems the best advice, buckets and buckets of practic. When I'm surviving and we get a nurse we are like "Console Nurse boys we're all getting out!" And we do, unless we screw around with her.

    The flick is mostly just aim dressing messing up tracking with the mouse. If you look closely at a Nurse hit someone may be looking at a survivor when they go for a lunge, but because of the aim dressing it flicks the mouse in a random direction. This is why people get really confused when a Nurse hits a survivor sometimes, as the Nurse might randomly turn in a different direction when they've already secured the hit and the aim dressing is just so bad that it looks stupid.

    Most of my hits consist of hitting people behind me just because the dressing makes me do a 180, and people get pissed when that happens. Buuut, it's not our fault it's bad

  • @Immerschläfrig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1523093#Comment_1523093

    You can’t expect sympaty. That’s correct. And it’s the reason it must be enforced. The game would die really fast if experienced players wouldn’t have the option to avoid being tunelled somehow.

    But I’m curious where did you get your percentages from about DS saving people from being tunelled is a rare accidend, and every time you get hit by it it was unfair and the survivor was abbusing the perk.

    Thing is, you made that one up because that’s what you want to belive in. But the reality is that DS saves people from being tunneled basically every single match, by either being active when it should be, or most commonly discouraging killers from tunneling.

    Not to mention survivors often don’t even run it at red ranks. And not suprisingly when there is no obsession, killers just go ahead and tunnel mindlessly like a bot every-single-time. You can’t expect survivors to have emphaty when killers have a zero honour mindset by deffault.

    All in all, this thread have a meaningful title about the subject. It is YOU people who created DS and the rest of the “unfair second chance” perks because your greedy playstiles made them essential.

    Uh, lol? The only problem with DS is that it doesn't just stop tunneling, it gives you god mode. Even if you don't tunnel, a whole team can abuse DS to constantly unhook each other, do gens, and force the killer to eat multiple strikes just for playing the game effectively. And who are you to say that it's MY play-style that makes DS a necessity? Unless you've played against me, you have no clue.

    Second of all, I never gave a percentage or a made-up fact: It's EXTREMELY well known, both by good survivors and killers, that DS hardly saves anyone from genuinely being tunneled over just giving people free godmode to do objectives or try to taunt the killer. If I need to give you a statistics lesson just to prove that to you, I can safely assume you haven't played this game enough to understand how much the perk affects matches. And neither did I say every DS is unjustified, I said that the perk is so poorly designed that it's used moreso for 60 seconds of "screw you, I have godmode due to my big skill" more than being genuinely tunneled. If the perk was actually well designed to counter tunneling, we wouldn't have this issue in the first place.

    I honestly think you're trolling, as I've played red ranks on both sides and everyone uses DS. If someone doesn't, then it makes sense to tunnel someone off the hook if they do a stupid play and the game will be over much sooner as a result; You're right about it being needed to stop tunneling. However, DS is hated because it is ALSO so poorly designed that it has WAY more power than just stopping tunneling. It's a necessary evil, but it could be easily changed to be a fair anti-tunnel perk with one or two simple changes to how it works.

    Your bias against killers also makes me laugh in general, when I have not said anything about DS being abused by survivors but rather the perk itself being flawed.

  • You need to suck before you can be good at Nurse, just due to learning muscle memory. Use Plaid Flannel, use a recharge add-on to let you blink more consistency and learn how survivors move. The best way to learn Nurse quickly and easily, though? Play survivor. Once you learn how survivors think/move, it'll be extremely difficult for them to try to outsmart you unless you genuinely mess up (which is why Nurse takes so much more skill compared to most killers). Here are a few tips that helped me when I started, save the fact I learned her pre-nerf:

    Never forget to BLINK, and do it CONSTANTLY. I prefer myself to only use one blink for getting around and let it recharge since the nerf, but never be afraid to blink because of the recharge. The benefit of blinking still far outweighs the 3 second wait for a blink (or shorter, if you prefer using add-ons).

    Take advantage of the fact survivors FEAR you; What I mean by that is to use your presence to buy yourself time. countless times have I saved a gen just by floating towards a generator while I'm busy chasing a survivor. And if they don't respect you and stay on a gen? Blink over there while they think you're in a chase, and get a free grab. If you play your cards right, you can PGTW a gen before survivors even realize they've lost a possible gen because they ran away from it.

    Make safe moves, but also don't be afraid to be risky. In fact, being risky with your moves can be quite rewarding: In the future, you know what your opponent is likely going to do if you've already tried and failed to catch them in chase. Nurse can be summed up by a game of chess, and you're constantly taking turns between someone you're chasing.

    Choose a perk set that covers your weaknesses, rather than the meta. If your weakness is not being able to pressure gens, use a perk deck that can focus on it. If you get nausea from playing Nurse, like most people do, use Shadowborn to get rid of it. If you're crap at tracking once you've been stunned, use tracking perks such as Whispers or I'm All Ears to stay on track. After you've learned Nurse you learn that the perk deck on her can be endless if you use her correctly, even if gens go ridiculously quick.

    Something that most survivors AND Nurse players don't know is that you can blink 'backwards', and this is because you have full control of your view during your blinks. You can do this by releasing your right click in the direction you want to blink in, then turing around and look backwards during the blink. This is EXTREMELY effective in finding survivors that are trying to hide from you by using any objects, walls, or foliage, as it's impossible to tell where you're looking while you're blinking, lets you get a hit sometimes without survivors even knowing you're there, and saves you a ton of time compared to just floating around objects.

    Also, as you get better and move up the ranks, you'll start to come across people with Dead Hard. Once you learn to delay your blinks after the first Dead Hard, there's not really a difference between a DH survivor and one that lithes into a wall.

    Those are some of my tips!

  • @Immerschläfrig said:

    https://forum.deadbydaylight.com/en/discussion/comment/1522986#Comment_1522986

    Which is inevitalbe after being farmed in a bad position where all the pallets are used up, or when the killer uses Spirit with ######### volumes. The killer also shouldn’t be rewarded for trying to tunnel someone out if the game who obviously had no gameplay for an average 40 seconds of being on the hook.

    You're either dodging the argument, or being negligent.

    Killers have been pissy about reworked DS for a long time now because it rewards survivors with godmode for 60 seconds, not with tunneling protection.

    The amount of times that DS actually has saved someone from being tunneled versus someone just using it to have 60 seconds of godmode to do whatever they want is extremely small; It's honestly just because it's the way the poorly designed perk works, not because survivors are trying to abuse it. It needs to be changed, imo, so that only one survivor can have it active at a time or so it deactivates when you touch a generator instead of the ridiculous invincibility it currently gives. Only then will people not complain about it, as it's been a balance issue since it's existence.

    Also, if the survivor is being farmed it's the survivor's fault and not the killers, you can't expect them to give sympathy (although I personally tunnel anyone who does farms their team, just for the fun of it).

  • This reminds me greatly of Titanfall 2's faliure to have a good MMR system. So much that it hurts.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1521042#Comment_1521042

    I very much disagree with that. If it were hypothetically true that the best survivor teams would always beat the best killers, though, that would not be an MMR issue. That would be a balance issue. If the best killers in the game can't beat them, why should we let them beat up on baby killers instead? The answer in this case would be to make balance changes, not to remove MMR. I've seen people like Scott Jund try to argue against MMR for similar reasons, but I cannot see how a well-implemented MMR system would ever be a bad thing.

    The two most common things I hear are as follows:

    "Really good survivors would only ever see Nurse and Spirit". Sure, you'd see way more Nurses and Spirits. If you're going to sweat, the killer is going to sweat. It would not be a better solution to put really good survivors against the normal mix of killers who wouldn't be able to hang with them. They should be playing against killers that can challenge them. If the mix is too stale, that's something that should be addressed by making balance changes so that the best and worst killers aren't so far apart in strength.

    "Really good killers would only ever see sweaty meta build SWFs". Sure, you'd see way more of that. In order to get to that level as killer, you're probably also quite a good player that tries hard and uses strong builds. If you memed around all of the time, used wacky perks, and didn't take the game so seriously, you'd also tend to play against survivors that meme around and don't take the game so seriously (or survivors that try hard but are worse than you). If you play sweaty, though, your opponents will also tend to play sweaty. It would not be a better solution to put you up against run of the mill red-rank potatoes that you would demolish. The fairest solution is always to match players up with other players of similar skill.

    I think it's perfectly fair to criticize how the algorithm assesses skill, but it hasn't even been a week yet so the collective player base doesn't really have enough match history to say with confidence whether it's working. I think it's much less tenable to say that a good MMR system would be bad for the game.

    This is not a well-implemented MMR, and it is a very known fact at this point that survivor SWAT teams dominate the best killers in some way regardless due to their coordination between gens. Good question, why should we let them beat up baby killers? Tell that to the team that decided to immediately let MMR go into effect instead of letting it calculate everyone's score for a few weeks before actually letting it match people up.

    Another thing is that MMR WOULD work if the game WAS balanced, but it currently is not. Only a very few amount of killers can even hope to compete against the sort of teams good players will soon be up against, so much so that killers with objectively weaker powers can't compete and they'll be forced to fluctuate between the fine line of SWAT and Solo Queues. This is because SWAT is on such a higher level than Solo that it completely ruins the MMR, and if it was implemented after the killer roster got some needed balance changes there wouldn't be as much as an issue.

    There is no way to determine "skill" in this game, simply because some killers are objectively better than others. This, in my own opinion, shouldn't the case AT ALL: Killers should have unique play styles, but they should all have the same potential to wreck people if used in the right hands. Not all killers can do this, let alone give or take 5, so the MMR is going to push away all killers that can't compete with survivor teams to the point where everyone who plays a killer that isn't those 5 are going to be stuck in one pool while the 5 powerful ones will be stuck in another pool. Now you have two pools of players: Nurse/Spirit/etc players versus SWAT teams, and all other weaker killers against the rest of the player base. The MMR has now successfully alienated the veteran community, and killers stuck in the top leagues because they play a killer they enjoy will want to straight-up smurf so they can actually enjoy a casual game without sweating and having gens done within 6 minutes.

    The fairest solution in your eyes is not always the best one, and currently the balance of the game is in NO WAY AT ALL ready for an MMR system without it completely destroying the playerbase in some regard, whether it be veteran players, new players, or literally everyone. If you play killer and use optimal perks, and play the game competitively? Sure, you should be put against competitive SWAT teams. But if you play a killer that you love, and that killer just so happens to be extremely powerful in your hands? You'll play that killer so much to the point where the individual killer MMR is going to stop you from playing casually, because you're going to be put up against survivor teams you couldn't even dream of playing against for more than 3 minutes unless you use optimal slowdown perks. There is legitimately no win here; like I said, the game's balance is in NO STATE AT ALL for such a system, not until the balance team actually focuses on fixing balance issues instead of adding new problems.

    It's not fair atm to critisize how the MMR system works because it needs time, but it's the balance team's fault (or whoever) for letting MMR go live instead of calculate MMR in the background BEFORE letting it match players together. Now they've created this abomination that will take forever to sort out, and leave lots of people in the dust. Even then, there are an infinite amount of reasons why MMR CANNOT be put into the game in its current state without some MAJOR issues that all stem from the balance team's negligence of current balance issues because they're either forced to add new content instead, or are too lazy to fix problems they were hired to fix (I.E Nurse being broken since the rework).

  • When the community wishes a map was disabled instead of wishing it was enabled, that's how you know you made a great map.

  • @slunder said:

    @RockoRango do you play against tryhard killers sometimes. Survivors are not the only ones to get free wins. You seem to forget that things like ebony mori exist.

    ?

    I wasn't talking about that AT ALL. Ebony moris and keys are something everyone can agree on needing changes, but blaming killer's powers instead of the real issues is what has caused killers to be more stressful than they need to be in the first place.

  • @ClawsOfHell said:

    Unfortunately huntres was only good when she came out after that they nerfed her so much that it's almost unplayable even getting 4k it's so stressful that don't make worth before the nerfs you could wind up a hachet in 2s and she had two add ons to increase wind up speed and tinkerers had a diferent effect that could make this effect even better she could win a lot of loops but now? almost 80% of the pallets has bigger hitboxs to avoid hatchets to don't go through and this it's annoying i'm tired to se my hatchet literraly hitting the air instead of go throught tiny holes that would make that loop unsafe because of my skill(bad huntress don't even try hatchets on loops).

    And the devs say things like "So loops are there to protect survivors against hatchets" but they forget that there almost 20 pallets on the map and almost 10 of thoose pallets has structures on their way the other 5 has biggers hitboxs that hatchets should go through but they don't and the other 5 are unsafe pallets that good survivors don't use 90% of the time and above all that we have map structures that make impossible to hit people far away so it's fun how they have to fix things to make the survivors lives easy just because they can't use their brain to take cover when huntres pick up a hatchet.

    But there always people to say "Oh just run the loop normaly instead of use hatchet" yeah! huntres it's 110% speed you can do almost 6 or 8 loops before she being able to try a hit and if when it's possible people always use dead hard to reset the same loop so it's almost 12 loops around a single pallet to get one damage state so yeah it's very optimal play huntres like that.

    It's fun how the devs always fix things that only the 1% top tier killers can use but all the survivors exploits and infinites loops take almost years to get fixed and most of them are still on the game even after the map rework.

    My opinion as a huntres really good huntres main that invested on her almost 1k hours it's that was completely uncessary i just know ONE huntres that knew how to hit through gens and those things and even her being almost a GOD playing with that killers the game was still in our control the whole match so if they keep making every single good thing that killers have bein considered a exploit and removed soon or later people are gonna quit and start playing survivors and then the lobbys are gonna take longer and longer until the games dies because nobody wanna wait 30m or 1h to just start one survivor match having the risk to be camped by a bubba or tunneled to death with a mori freedy.

    Way to necro a thread

  • No u tbh

  • @Arctus said:

    Yeah this game has been without proper settings nor optimization since launch. I think instead of a new chapter something like Rainbow Six: Siege's Operation Health where they focus on optimization and bug fixes and perhaps QoL additions would be much better.

    Except Operation: Health broke the game; A lot of people don’t remember how broken it actually made the game. Something like this does need to happen, though

  • @Deadeye said:

    How you know about high MMR? It is hidden. And don't give me screen shots of red ranks

    @Rullisi said:

    I think the problem is there that everybody started on the same lane as the new mmr system shipped so now there's a huge contrast between low and high and it definitely isn't going to work for few days at least. Not sure how efficient this new system is but I still have faith that it'll give us very accurate matches once you just play enough games for it to determine the skill, I guess.

    The point is that a strong killer will always be weaker than a strong survivor team, and strong killers won’t be facing any other survivors except those teams because they can dominate uncoordinated teams. There’s no win-won scenario, which is why high level MMR is going to be a pile of poo

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1521026#Comment_1521026

    Chained uses are a part of the problem. Not just repeated uses on the same Survivor

    Downing multiple survivors, picking one up, hooking them, and being able to go and pick up the other survivor is something that should be rewarded because it’s on the survivor for putting themself in a bad position/his teammates for not reviving him in time.

    As well as that, being able to hook a survivor and chain Thrilling Tremors by downing and picking up another in 16 seconds is definitely something that should be rewarded.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1520843#Comment_1520843

    While I can see an argument against the magnitude. Thrilling Tremors is one of the perks that DOES need a cooldown.

    Picking up a Survivor is something that can be done repeatedly even on just a single Survivor. And being able to chain uses of the perk to permanently prevent gen progression is a bit TOO effective, since without a cooldown there is no window to hop on a gen, and the perk is only balanced because it has that weakness.

    I can understand a LOWER cooldown, but not NO cooldown.

    I would remove the cool down, and give it a condition: it deactivates indefinitely after using it once, but reactivates after hooking a survivor.


    But yeah, Surge doesn’t need a cool down because the only way it can affect a generator is if it’s not regressing already.

  • @RockoRango said:

    I feel like MMR will be a great way to fix the game's current crappy matchmaking, but I am also greatly concerned that I will no longer have any will to play the game. Let me give some background as to why I'm concerned:

    1. I main Nurse, and I win almost ALL of my matches at rank 1. If MMR is implemented like I've heard, will I be matched up with only the best survivors in the entire game, and will they only be matched with people who main Nurse/Spirit/Billy? If it's the case, will it will kill the player-base at high ranks because of the lack of diversity?
    2. Will I no longer be able to play the game without constantly sweating? I play Nurse (and the game) because I enjoy it, and if I'm only playing against the best survivors in the entire game I will have little-to-no room at all for enjoyment and instead will be forced to deviate away from giving mercy and having fun in favor of the most sweaty play-style possible. I don't want to have to smurf so I can play the game and have fun.
    3. Will every survivor that plays solo and is actually good leave, because they're only facing against Nurse/Billy/Spirit players? I can't imagine how unfun it is to play against only 3 killers because the game deems your skill can only be matched by those types of people. This leads me to my next point.
    4. Due to 3, will every survivor I match up against be only SWAT teams? You know, the SWF teams that solely play this game in their own hand-picked group competitively and run only the most annoying crap possible (4-man OoO, Adrenaline, Soul Guard, DS). If it's the case, it will both prove my second point and make me want to stop playing killer (or just smurf back up).

    @Peanits Could you, or anyone for that matter, ease my concerns? Because, when I really think about it, I feel that the MMR could ultimately DESTROY the high rank player-base if these are the consequences of skill-based matchmaking in a game like this.

    I predicted that before it was even close to happening. Sorry, but yeah

  • I’ve always had a gripe with the whole balancing around 50/50, because the balancing team seems to blame the killer power most of the time rather than the many options survivors have to counter it when the 50/50 quota isn’t being met (I.E Base HillBilly in the PTB). The fact is, survivors in the highest level of play, which is something veteran killers are now going to play against almost all the time if MMR works as intended, have infinitely more options to work around the killer while the killer HAS to use specific perks/killers to actually play the game for more than 5 minutes.

    There’s no room for fun meme builds and no room to play a fun, but weak, killer because you don’t have any breathing room to have said fun, especially when you’re facing a pre-made SWAT team almost every game due to the developers being negligent when it comes to high-level MMR (versus playing against a high-level legacy killer like Nurse, which means hardly anything to good survivor teams).

    You’re right in saying that killer is infinitely more stressful as the match progresses, but it’s the developer’s actions that has pushed higher level of play towards a strict meta that has lots of room for change on one side of the spectrum and no room at all on the other.

  • @RockoRango said:

    I feel like MMR will be a great way to fix the game's current crappy matchmaking, but I am also greatly concerned that I will no longer have any will to play the game. Let me give some background as to why I'm concerned:

    1. I main Nurse, and I win almost ALL of my matches at rank 1. If MMR is implemented like I've heard, will I be matched up with only the best survivors in the entire game, and will they only be matched with people who main Nurse/Spirit/Billy? If it's the case, will it will kill the player-base at high ranks because of the lack of diversity?
    2. Will I no longer be able to play the game without constantly sweating? I play Nurse (and the game) because I enjoy it, and if I'm only playing against the best survivors in the entire game I will have little-to-no room at all for enjoyment and instead will be forced to deviate away from giving mercy and having fun in favor of the most sweaty play-style possible. I don't want to have to smurf so I can play the game and have fun.
    3. Will every survivor that plays solo and is actually good leave, because they're only facing against Nurse/Billy/Spirit players? I can't imagine how unfun it is to play against only 3 killers because the game deems your skill can only be matched by those types of people. This leads me to my next point.
    4. Due to 3, will every survivor I match up against be only SWAT teams? You know, the SWF teams that solely play this game in their own hand-picked group competitively and run only the most annoying crap possible (4-man OoO, Adrenaline, Soul Guard, DS). If it's the case, it will both prove my second point and make me want to stop playing killer (or just smurf back up).

    @Peanits Could you, or anyone for that matter, ease my concerns? Because, when I really think about it, I feel that the MMR could ultimately DESTROY the high rank player-base if these are the consequences of skill-based matchmaking in a game like this.

    I’m reviving this thread because it’s relevant, and it’s fair to do so, so I don’t have to make a new blank one.

    I played a little over 10 matches recently with the new MMR, and my concerns seem to be correct; every single game that I had, even the first game somehow, as Nurse has put me against a SWAT team that does gens EXTREMELY FASTER than any other survivor teams I have ever played against (The reason I know these teams are SWAT/Extremely sweat-fest SWF is their ridiculous gen speed, their meta perk builds that have synergy with each survivor role, and their profiles being all connected to each other by name/all private. Bite me if you wanna argue that they’re just good solos, because then I wouldn’t have to sweat all the time as well).

    I don’t know how this has happened starting from my first game because I thought that it would need to find our placing first, but it seems I’m at the top of the MMR just because I play Nurse. The only way I can remotely play a game without sweating balls now is by using slowdown perks and IF/Shadowborn, whereas before I could give a little leeway and have some fun with my perks (Fire Up/Brutal Strength/Enduring/SB build was really hilarious).

    I know what @SpaceCoconut said in this thread might still be correct and be held up in the future, as he made a video on it recently that also addressed the concerns that I had in this thread and hoped the MMR didn’t do, but am I willing to wait months before these SWAT teams, or just extremely coordinated SWF duos, actually get some sort of debuff? I play this game for fun, and I feel I can no longer do so without playing competitivey due to the amount of BNP, Syptic, max-efficiency toolbox, key, and baby perk teams (All have Unbreakable, DS, DH, and Adrenaline, for example).

    TL;DR I don’t have the will to play anymore because my suspicions were correct about the MMR system in it’s current state.

  • @Speshul_Kitten said:

    These survivors with 8 and 40 hours are supposed to be at a similar MMR as my 2000 hour Nurse but for some reason they don’t seem to play like it.

    Is it really their fault they chose to leave such an unbalanced game that was out of their power?

    https://us.v-cdn.net/6030815/uploads/EK20D2XRIS4Q/dea7b7e2-36c3-4ec5-8d38-8ba87ba5cf06.jpeg

    Rank 1s do this on a regular basis whenever they cone across a good Nurse, as they can’t be bothered to play against them; The bans for people who don’t deserve them are a side effect.

  • wot

    There are a bunch of reskins in this premium tome, I'm just pointing out one as an example because it caught my eye. I'm really liking all the creative ones, but I feel the premium tome should have more originals like those instead of inserting some filler in there (especially when some killers have gotten almost no cosmetics, cough cough).

  • @CheyeneKL said:

    "Why would I spend money on a premium pass"

    Because

    1. There are more skins than just one recolor

    2. You make your auric cells back

    3. IT COSTS LESS THAN BUYING A SINGLE SKIN

    Complaining about a $10 pass is pretty entitled imo, it's a GREAT deal and one may simply choose not to buy it if they are not happy with any of the offerings. I love that I'm able to get recolors of cool skins that I otherwise might not choose to buy.

    I'm not entitled because I'm questioning where my money should be spent.

    If I have these skins already, why would I pay to get the same ones except with a bit of gloss on them?

    I'm not complaining that the premium rift exists, just asking what the point is when I'm getting recolors.

  • @Science_Guy said:

    The Rift has been filled with recolors since the very first one.

    But I haven't noticed anything this blatant.

  • The new patch was a month ago lol, a lot of the bugs have been addressed. The fact some bugs are still there are concerning, but at this point I’ve mostly left the game.

  • I hope you recover soon :(

  • @TwistedJoke65 said:

    This is one of the coolest animations in the game to me. That along side with Demodoggies window vault are my favorite animations.

    What's your favorite animations?

    Nurse got a really cool wall-breaking animation as well. I guess she uses the force to break it

  • Tbf? The casual streamers that I play against are always kind to me (even though I run Nurse), and I follow them. The high viewcount streamers, on the other hand, usually suicide on hook and sometimes outright diss me (except Yerv, who I play against a lot <3). Either way, I love playing against TTVs because it’s extremely entertaining to find new streamers, as well as watch the game from their perspective.

    As an example, yesterday I was being a meme and played Nurse with Fire Up and Shadowborn; I got a 4K versus a streamer (though the solos DC’d), and it was hilarious when they realized I was nothing but a Fire Up gamer. They looked at my profile in steam and noticed I’m in the Official CVS Pharmacy Steam group, so they laughed about that too. It was a great time

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444203#Comment_1444203

    Ptb comes out, Killers complain Hillbilly is weak, survivors complain Leatherface is strong. Not shocked at all which one gets listened to and which one gets ignored.

    Now they finally nerf Hillbilly and not only are they caving to killer main pressure yet again and giving them their ez mode killer back, but Peanits just said addons could change too so yay for a new version of instasaw which is what Hillbilly players want deep down.

    I’m not even surprised anymore. The killer main community on here has the company wrapped around their little finger yet they act like they’re persecuted everytime they don’t get exactly what they want.

    Leave then, lol

  • @The_Bootie_Gorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443941#Comment_1443941

    I used that addon for all of my nurse games last night. I'm going to try nurse without that addon tonight, so I expect miss everything 😂. The cooldown feels overly abusive for missing still, especially after a double blink.

    The cooldown is doing it's job: Making it harder for new players to get into Nurse. As said by PFK:

    @PrettyFaceKate said:

    She was introduced during an era where the game was vastly different. She was essentially a band-aid fix for all the issue there were back then. She's meant to be hard to use because her power just breaks the game. That's possibly also why they made her clunkier and unfun.

    I don't know one person that would rather have the cd compared to a rework of her power that actually makes any sense. It does nothing to stop the top Nurse players from wrecking people extremely quick, and at the same time discourages people from playing her (Along with the bugs). If they really wanted to, I'm sure they could fix her bugs and not ignore her... But at this point, I'm almost positive they're ignoring Nurse in the hopes she fades out of existence.

  • @Faszparaszt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426369#Comment_1426369

    How exactly? He can still do everything he did before. Except keeping you in an unsafe-is location untill you make a mistake and go down 100%. Also no more face camping with chainsaw on.

    ???

    He cannot do everything he could do before because he’s now bound to a cooldown on his power. Curving is now extremely harder because of how fast you overheat while reving, making it much more viable to just chase until you can guarantee a quick chainsaw down that doesn’t require any time to plan.

  • @Faszparaszt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426350#Comment_1426350

    Well same thing overall. They made it inpossible to hold the chainsaw forever thus creating lame, unfair scenarios while everithing everything else in his kit.

    The nerf encourages backsaws, rather than discouraging them and encouraging plays that took skill.

  • You’re comparing a killer’s power being demolished to a tactic that hardly any Pyramid Head used, and got a nerf that didn’t inherently affect his power.

  • Nurse is still the strongest killer in the game if you learn her, and I can vouch for that. But to learn her, you should use the add-ons plad flannel and fragile wheeze to give yourself some breathing room.

  • @KeiOrtem said:

    I recently got out of a match with hag, we were able to do 3 gens before suddenly the hag randomly popped up without a notification that we had triggered a trap(due to the add-on) and suddenly we all started dropping like flies. This is my first time in my many hours of playing that I have encountered a hag with this add-on. Sadly just about all of us were slugged and left to bleed out until the last second so hag could get her points. I don't understand why she has an add-on like this and I doubt it will ever be changed(and honestly it probably shouldn't as with what happened to Billy, I don't want other killers hurt even though I mostly play survivor) So my question is how do you counter a hag like this? As you can see on the scoreboard, the match probably lasted 5 minutes at most before we were all slugged and so sadly we didnt get an points hardly even though it was a 4 cake game.

    https://us.v-cdn.net/6030815/uploads/AOZFE96GVZQR/boring-hag.jpg

    Pay attention to your surroundings, especially places where a trap would make sense (In front/behind vaults, intersections, main buildings, generators, doorways). Rusty Shackles isn’t all that great compared to other addons anyways, from what I’ve gathered.

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426224#Comment_1426224

    freddy is so boring that i feel like sleeping while playing him

    hah

    I find Pallet Freddy to be pretty fun at times. Other than that, I’d have to agree with you on that one.

    I’ve recently started to get into Hag (Mostly because of @SpaceCoconut ), and she’e extremely rewarding once you learn how to use her. You should try her out

  • I heard that Freddy is a very ‘loved’ and ‘respected’ killer and has a unique skillset. I’d try him, as well as Spirit.

  • @GoodBoyKaru said:

    Okay so I feel like this is worded pooly.

    From what I gathered, there was a bug which meant that you'd drop the regular default orbs, then extra for performing actions, which would then be doubled what should've been recieved sometimes. It wasn't intended, and so it was fixed.

    Alrighty.

    There wouldn't be any confusion if there was a response to a call for clarification, but good to know

  • This is the same dev team that nerfed Oni's flick because it was a 'bug'.

  • @Peanits Could we get some clarity on what this means? It's very vague. It either means that survivors no longer drop extra orbs while doing actions, or they were dropping extra orbs on top of the extra orbs from doing actions and THAT was fixed.

  • @PrettyFaceKate said:

    I suppose it's simply worded ambiguously. When you perform certain actions, you drop more orbs. I think what it means is that the bug made it drop twice the amount of set orbs, not that you shouldn't increase orb drop rate in those situations.

    But a bug like that would be EXTREMELY noticable (as in 4 orbs instead of 2), and I haven't noticed that at all. In fact, if it was the case some areas could be like filled with the max amount of blood very easily.

  • @xenotimebong said:

    Maybe they mean rushed actions, like vaulting windows? Since you’ll typically only do that in chase and you can’t heal in chase, it’s not really about counterplay.

    Wdym? I believe it means actions like vaulting windows, vaulting pallets, doing gens, or healing. It’s an incentive to heal before you do your objective, and it rewards Oni if you’re able to force the survivor to drop more blood for your power.

    @Switcheroo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424129#Comment_1424129

    Personally gonna wait until I try him out after the patch. His power is one of the strongest in the game and he gets it pretty fast even without addons. It doesn't feel like a necessary nerf but I don't think it will ruin the Oni.

    Try him on the PTB if you’d like to see it yourself; it’s out now.

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