Rokku_Rorru
Rokku_Rorru
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723224#Comment_3723224
No, hard disagree, Nurse is fine as she is, she has other mechanics that work against her and that is great because it makes playing against her really unique, wish other killers would also do that…
Basically all you are advocating for is making her harder for the average player and for the really good ones, because even god nurses cannot blink as precise as to not have a lunge, so basically Nurse just goes in the bin with that changes. How about instead of making her miserable to play we put a spotlight on her counterplay instead? Which even after 8 years many people still don't know how to play against her.
She should just be miserable to play along with the other failed killers who make the game miserable to play against.
it's nothing to do with "8 Years", its that there is more perks than ever which make her super easy to play, aura reading, gen regression, she synergises way too much with everything bar m1 now.
She is a failed killer, along with Skully and they both need to go in the bin lmfao -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722885#Comment_3722885
Nurse actually has a reduced lunge. I believe nurse's lunge speed is 6.12 m/s where as most other killer are 7.2(?). A long time ago, 110% m/s killers used to have worse lunges then 115% m/s killer but eventually they changed that. Nurse on other hand did not receive this change and kept her worse lunge.
Even so, maybe she just shouldn't have a lunge, the servers can't keep up with her bs and it reads awful everytime.
She needs a better downside to being able to curb the entire games mechanic of chase. -
Honestly the main reason why Windows is annoying is it highlights bad map spawns when it works super effectively (double long wall windows etc) which i feel is more of a map issue
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They are called killer addons lol thats your answer to survivor items.
And if thats not enough Lightborn and franklins and overwhelming presence exist -
@fussy said:
Randomize addons is awful idea, since many of them has anti-synergy, some of them worst than nothing. But map offerings shouldn't be a thing (and in usual dbd too).
I mean that also goes for perks too, you could get No Mither with a med kit and self care and botany
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I feel the main change for tunneling is just to make the unhooked survivor have no hitbox (invincible) for a period of time that they can't bodyblock with, this keeps the game flow focus on the survivors who went for the unhook, stops off the record and DS from being used offensively as they can't stop the killer for going for the unhooker.
It also stops trap killers from abusing their strength to tunnel also.
That said this could be turned off in Exitgates being powered/EGC -
I honestly would like pings, I feel they'd be better for the game than voice chat, but I understand why it'd not be healthy for the game. But I really feel pings is the way to go for solo survivor.
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I feel like they could do a bandaid fix to make her less appealing to play in the meantime, for the health of the game like limiting to a small amount of drones
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I mean won't hangmans trick, iron grasp and agitation become more valuable?
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He'll have his time to shine in 2v8 I feel especially if it becomes a mainstay like they say. I still think he is a good killer, he just has niche strengths. If you homogenise him to just be a chase killer, then… what's the point, he'll just be man with machete, not the trapper.
I think Demo is onto something, maybe like the mimics that Vecna has, it would work well with his base perk unnerving presence etc.
I do like the idea of being able to set traps from a distance with a CD however, but it could be a huge issue where you activate a trap at will when someone runs over one they just disarmed, it'd feel awful to play against. -
I think mirrored illusion just maybe could do with being 50 percent gen progress or even just a cooldown honestly.
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it's so far from nescessary, killer players have gotten too comfortable with the chase into scourge approach (relying on a snowball) rather than knowing the correct context to kick a gen/strategically let others go to create an easier patrol route.
the time you can save with chase perks/powers can create enough pressure to force them to play more altruistically.
Sometimes you get bad RNG like the survivors spawning seperatley, I don't think slowdown is ever needed, there is just a lot of RNG to this game, you just have to roll with it and do your best. -
I am honestly excited for the class system, honestly.
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probably because they keep breaking him with every update
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I havn't had the issue with the new 3 gen, if anything the new 5 percent on baseline kicks has given me more breathing room to run chase only builds as "weaker m1 killers". The new kick was a step in the right direction, the issue is surge/jolt, it's a trap for beginners and gets gens blocked off way too quickly, same with eruption. I feel Surge needs a CD and its amount increased again (to stop same gen being blown up for a minor amount).
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@Blueberry said:
The only issue I have with nurse is how extremely forgiving her post blink lunge is. IE I can juke her blink correctly but the lunge even though she miss blinked reaches so far it makes her still be in range to hit. It’s just overly forgiving. I think the way to change her is reducing the range of her post blink lunge to require her to be more accurate. This doesn’t hurt very good nurses and just asks they be a little more accurate while giving survivors a little more leeway on their juke.
This, it's so annoying she can pretty much guarantee any hit within a radius of her currently.
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I'd just love the chest passive to be useable at all times so I can run item builds again, I love the unique item idea though!
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Honestly I'd just love more useful nemmie addons that make him more diverse to play as
And his classic skin please -
Honestly I think items and offerings shouldnt be usable either, iridescent addons being usable in this event just is like ????
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That would be really fun, especially the FF's with horror elements like FF7
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I feel like Merciless should be changed to a 3K and it would solve so many issues honestly regarding the perspective of slugging for a 4k if they arent going to add a change to the gameplay flow
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I've never thought about this, I do think this would be a nice option for the multiple keybinds, I hope they listen to you <3
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I think they mentioned you choose to mori, so it'll likely function like the mori that lets you do it to the last survivor.
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Honestly just rework them to keys which actually work now, they are such a niche item as is
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Hard agree, unlink more cosmetics please
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I just think she needs to not what it feels likeapply every debuff and gain every buff in the game at the same time, it would be a start, and also the drones scans decay if not detected for a while even if its like a minute.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716286#Comment_3716286
You're saying "you can't do this thing because I don't like it" while ignoring why people do that stuff and why it's frequently necessary. It's a position that lacks perspective and empathy. Tunneling is fairly rare and base BT gives people a fair chance to get to a safe loop.
In casual gameplay isn't rare at all, alot of players I try to get into the game lack the map knowledge to do a good loop, it turns them away from the game and makes them unable to learn. The survivor who went for the save hasn't been on hook yet, it spreads the pressure and punishes one of the unhealthiest playstyles for the game.
You are the one who lacks empathy and perspective tbh. -
@Ohyakno said:
These are not quality of life changes. They are survivor buffs. Rather large ones.
Survivors should be able to body block for one another. If your unhooker is on death hook and you're not, taking aggro is frequently a good thing. It's part of the macro gameplay that encompasses the survivor skill cap. Conversely a killer sometimes needs to get someone out of the game to have a chance of winning. They should be allowed to do so as well. It's all player agency.
It would make the survivor unhooking's survival solely their own responsibility, and encourage the unhooked survivor to actually leave also causing OTR to not be able to be used like that either at the start of the unhook making it healthier as an anti tunnel perk.
Honestly the mentioned changes would do wonders for game flow and health overall I feel, create a better back and forth, and discourage camping/tunneling quite considerably.
Tunnelers have had it too good for too long -
I feel since the gen kick changes I've really not needed regression and can use chase perks with a lot of value, I just use unforeseen now.
I think people are way too reliant on gen regression these days when there is so many ways to improve your chase to get the same result! Plus its more fun IMO -
@The_Yosh said:
As I'm playing killer more, I am wary but also optimistic. I 4k a majority of my games with the regression perks, which is not an even game. If the game is balanced, and matchmaking is working as intended, I should be getting a 2k most games. The gen regression is scary, but I am a fan of the toolbox and survivor perk changes.
I'm absolutely stoked about the Bubba changes. Disappointed they killed Chucky. Keen on Deathslinger buffs. Also, the Wesker and Blight changes seem healthy.
Overall, I'm excited for this new update. It seems they are taking a bit of a risk and shaking up the meta.
I feel the chucky changes might end up helping him over all now being able to use his power more for mobility since its got a shorter CD. I just think his ability to vault and m1 was such a silly design choice, way too strong and easy to do.
I think this is a really good patch, the game has suffered from gen regression not being accounted for after the gen kick buffs. Snowballing was a huge issue. Very excited for what the anniversary brings now!
And the sabo changes gives survivors an option to fight back against tunneling too -
I wont need to turn on the colourblind settings for myself every time I'm on this map now <3
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this sets a dangerous example if they started banning people for moving back and forward lol. The issue is slugging I feel more than anything is unhealthy for the game in certain contexts as you say with no control. The issue is slugging in certain situations, not the act itself, you can't leave the match early you have to wait the entire timer.
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Honestly they could just allow a self unhook which doesn't eat away at progress, that way people can't abuse it, and increase the number of attempts you get with slippery meat, it may make it a more appealing perk that way and Wicked as well potentially.
WHen all survivors are downed just make an option for bar to go faster
And also struggle phase should just go, it's such a stupid mechanic, it can stay visually but get rid of skill checks etc I want to be able to do other stuff while on hook LMAO -
Even Warframe and the like has cross prog now, so it's definately on behaviours side, much like how they say p100 rewards will cause FOMO then add tons of FOMO, or say they champion accessibility then make Chucky.
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Werewolf killer please, and vampires I am easy to please
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@Royval said:
this seems like the survivors fault. Unknown isn’t even a slug killer.
What sort of a point is this? It benefits both sides having this option, but of course a skull merchant icon has no value of time.
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I'd love this and Ashley Graham as a legendary or her own survivor
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@Hex_Ignored said:
Boons in general are pretty worthless. We'll make it or botany knowledge are both strictly superior to CoH.
I feel if there was a way to put the boon up faster than it is currently they'd be more worth it:
Maybe make maps double up as ways to bless faster? Thoughts? -
@OFM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696597#Comment_3696597
The Grim Embrace change is recent enough I'd say that indirectly makes the other 3 perks much better, even if in a vacuum they were arguably stronger in previous patches.
That and people are just tired of 9/10 games being against the same build, which is honestly a problem this game had since launch I guess, for both sides
Pair this with all the crazy killer reworks they keep doing and it's just not fun to interact anymore.
it feels like the game is slowly devolving into victim gameplay, there is no back and forth -
@Mandy said:
The intention of the bubble is to obscure various views - not just to let you know when something has been completed.
this makes no sense considering bitter murmur and Kindred exist lol why would you obscure it? People with good memory will know whats in the area anyways. if they've been there
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Yeah if the red ping icon is active for a period of time honestly said player should be kicked, it's annoying how easy it is to capitalise on lag in this game as killer.
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@Snowbawlzzz said:
There is nothing toxic about slugging for the 4k
I don't think it is toxic for the killer to do, but it's toxic of the dev team to leave it in for the game. It's not fun to do as killer nor survivor. it'd do wonder for game flow if this part of the match was reworked in some way.
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@ArcT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692202#Comment_3692202
That would be work too. People have provided a lot of examples in this thread of both mechanics disabling powers already in the game (so it can be done), and ways to implement this mechanic.
But what we've not seen at all is an acknowledgement that the devs do actually see this disparity between how much killers are affected as an issue that needs to be addressed, and if they do, what are they planning to do to address it?
From where I'm sitting, the attitude seems to be that there is no issue with how different killers are affected by DS. Does someone at BHVR care to clarify that point?
Certain killers are clearly warping the game and its mechanics. Nurse, for example, singlehandedly got Awakened Awareness majorly nerfed from its initial version. The number of killers that truly warp the game in unhealthy ways, like being able to basically ignore DS, is still relatively small, and it hardly seems like too much work or complexity just to make special cases for a few of them. They already exist! Plague loses her power when stunned. Artist can't M2 near hooked survivors. These rules and limitations already exist. If another killer is introduced that is similarly too strong, it's not having to redo all 30 killers to account for it having a bad interaction with one perk. It's just tweaking that killer.
I mean it's why I've always felt like high mobility needs to go or be nerfed severely, maps are getting smaller and smaller to make lower tier killers lives easier, but in turn are making high mobility even more obnoxious and impossible to escape from, as it stands right now a lot of maps a nurse can teleport anywhere so long as she is in the centre… thats just crazy lol
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@Peanits said:
First, I just want to make it absolutely clear that this is not intended to 'solve tunneling'. This change is solely to make the perk provide more consistent value when it activates, not bring an end to the entire tunneling playstyle. I wouldn't recommend approaching this with the idea that it will end tunneling entirely as that is not the purpose behind the change - you would be setting yourself up for disappointment.
Secondly, regarding disabling Killer powers: I see this getting suggested a lot, but this is not an option. It's one of those things that sounds really simple on paper, but once you start drilling down into it, it turns out to be a whole can of worms. Each Killer power works differently from one another, and there is no one-size-fits all solution that can apply to all of them. Each power would need to be considered on a case by case basis to determine what should happen when they're 'disabled'.
For example, even if you disable the Killer's power button to stop The Nurse from blinking, there are multiple Killers who may already have traps set up around the map - would these also need to be disabled, or are they okay since they were already there? Some Killers also have passive powers/mechanics, such as The Cenobite's Chain Hunt, which would also need to be considered. It would also limit the possibilities for future Killer powers since we would always need to worry, "But how would it work if it was disabled by this one specific perk?"
To be frank, this would be unsustainable. With over 30 Killers in the game and more on the way, having special conditions for each one would require far too much ongoing support just to make that condition feasible. To give an real example from the past, the original version of Tinkerer used to increase the effectiveness of all charge speed add-ons. Even with only a handful of Killers in the game at the time, it ended up being very confusing for players to keep track of which add-ons it could affect, a nightmare to balance because those add-ons could be too strong with the perk or too weak without it, and an unreasonable amount of work to upkeep as the game grew. In the same way, this would require quite a bit of additional work to be done for every Killer just to support one perk. It's one of the reasons that perks typically don't interact with powers, and the few that do are gradually moving away from that (e.g. Adrenaline waking up Survivors).
Don't get me wrong, it's a neat idea and the intention behind it is good, but it's way outside the scope for a single perk and could quickly turn into a confusing mess.
Isn't it just a matter of marking killers with high mobility have a tag?
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I just wish she had better animations/polish so it didn't look like I was playing against a NSFW mod
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@KaTo1337 said:
Dont get me wrong, Im fine with 5sec DS, absolutely no problem with it.
But I would add a secondary effect and change it a bit:
DS-Stun gets reduced to 4 Seconds. When stunned, the killer-power gets disabled for X seconds.
With that, It would not hurt Standard-Killers like Pig, Freddy, Trapper etc. more than High-Mobility-Killers like Blight, Spirit, Victor, Billy etc.
In short: It would not hurt D-Tiers more than S-Tiers.
I think the stun should be a thing for all stuns now on hyper mobile power killers honestly, there is next to no reason to stun nurse, and I feel she should be punished when using their power poorly.
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IDC if it makes any killers life harder for tunneling, good, it's what it should do, stop returning to the hook every unhook if you don't want to risk your time being wasted there. There needs to be more in place to deter the current META, if anything I think stuns should disable killer powers like Nurse/Blight in general, I don't think it should be a DS specific thing. Hyper mobility should be punished if used poorly, that's what this game needs more of.
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I'd love lucky star to light up the locker I'm in for other survivors, that's all I ask, then it'll be a mainstay for my head on
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Healing is fine, sloppy works no differently to how it does before, lasts long enough to discourage healing and confirm your downs. even lasts for the time they are unhooked, the only counter is Vigil, and it needed a counter.
people shouldn't be permanently injured, if you want that run broken, that's what it's there for...
takes long enough to find a survivor and get them to heal you, then wait for the heal. If anything is "OP" it's the new great skill check medkit build, those bypass charges and heal super quickly.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683543#Comment_3683543
Killer mains do more to convince me in threads like this that there is a massive balance problem in this game than survivors.
Look at the standard: 20 4ks in a row - the fact that this is even an expectation by certain players shows the problems. Like if you took the challenge and only got 15 4ks that would somehow prove killers were actually balanced?
this is what always makes me laugh, this is by far a stretch in any competitive game, the fact content creators go on 50+ win streaks is absoloutley absurd, and it has never been addressed as to why it happens.