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SaltedSnow

SaltedSnow

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SaltedSnow
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  • @Mat_Sella said:

    the lies you tell...

    Red ranks isn't fun. I don't like sweating every single match, so at the end of the ranked season I depip to purple/green ranks.

  • @SpiritLover1133 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218180#Comment_1218180

    Can I ask if you can show me a video of you playing Nurse?

    I don't record myself playing. When I play nurse I usually end up low red ranks, but I've been playing plague since the rank reset so I'm still down in green ranks (depipped with wraith).

  • Three rather common ones are blinks not going anywhere, fatigue time being doubled, and becoming permanently unable to blink/having only 1 blink.


    Dedicated servers screwed nurse hard.

  • @SpiritLover1133 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218159#Comment_1218159

    not being able to look straight is indeed dumb and I think it applies to you most.

    Your wording is confusing, I mean without being able to look directly above you there are a few tiles that become very annoying to blink to. The salon comes to mind.

  • @Steel_Eyed said:

    I have to agree with OP. I haven't seen the god tier Nurses people say exist on PC (definitely not on console). She's ranked #1 on potential alone it seems.

    I tend to 2-4k with her every game, but the nerds were very heavy and the game is so fast I don't have enough time to learn how the different survivors I'm playing against act.

  • Her biggest problem is her many bugs. Also imo not being able to look straight up is dumb.

  • @Peanits said:

    If you're finding it too easy, I would suggest making it more challenging for yourself. You can always run different perks or no perks at all. A lot of killers will have add-ons that give you extra bloodpoints in exchange for making your power weaker too.

    Are there plans to make those add-ons work after the game is over so they actually do something?

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214842#Comment_1214842

    I hear ya, but not sure it's toxic just yet. I played 4 neas yesterday. All dressed the same. I knew it was going to be a tough match.

    I could tell they had already been dodged when I got into lobby. Anywho, same kinda deal, Object and body block madness, running to every infinite, switching out midchase, so now I'm suddenly chasing healthy one.

    I ended up getting one at the end by tunneling him down, he had a toolbox.

    In the end, send them all ggs and compliment their skills. Was it fun, no not really. Did I know I was in for a challenge when I readied up, sure.

    Would I call them toxic, no . They were good and did everything in their power to protect each other. I got hooks and made it challenging for them at least and got one killed.

    Guess my point is not everything is toxic , maybe sweaty is a better word, but hell I'm a sweaty killer, and these games let you see how you stake up to the best in the game.

    They probably weren't trying to be toxic, but they were the 3rd 3/4 man in a row I'd gone against, and I'm not dealing with more bs while I'm already dealing with relearning nurse AND her many bugs.


    A challenge is fine, if I want one. I'd rather play a fun game though. Idm if 1-2 people escape, what I don't like is starting a game and seeing crap like that, it just screams 'we don't care you're a person, we just want to make your day crap.'


    I don't really mind toxicity, it's more things I have no control over, like god-loop abuse or OoO+swf I dislike.

  • @[Deleted User] said:

    He needs a sound queue when he is aiming down sights, just like huntress hatchets, demo portals, static blast, evil within tier up, etc. Hell, even Ghostface has a slight sound queue when he shrouds, why not this guy?

    He literally has a sound queue that plays when he's aiming at you.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212122#Comment_1212122

    Well that is not us. We play to have fun and escape. But bullying is not what we do. It is often hard to find more then two of us together as we split up to put the most pressure on that we can.

    With that said, if we face a hard tunneling killer. You know , just chasing the same guy all game, ignoring all other survivors, tunneling right off the hook, we will attempt to take the hits and force the killer to at least see how bad their tunnel vision has been.

    Can I ask, what do you consider bullying? I have played a lot of killer and rarely find those I would classify as good enough to bully me.

    In this particular case I had been practicing nurse as is finally unlocked shadowborn. I load in to the game, instant OoO so I know this isn't going to be entertaining. I follow them to the main building, they're all there, I get head-on stunned and flashlighted.


    In what way is that supposed to be fun? I have similar games at least once a night, and I only play 4-5 games a day.

  • @Clevite said:

    It just robs survivors of points and possibly a pip.

    But with that said, if you dc because we are kicking your butt, that is like triple pipping for me!

    Sorry but you queued up to play killer, then dc because you got outplayed and your noed didn't pop. Boohoo so sad. Thanks for giving us a great laugh, as well disrespecting us killers that play fair, albeit maybe a bit sweaty, and take the occasional loss with class.

    When I DC, I do it because the survivors I'm playing against clearly just want a game of bullying a killer. I'm trying to relearn nurse now that I've got shadowborn, I load into a game with 4 survivor offerings, one map and one BPS.

    When I get to the main building it's survivors who clearly just want to bully me. ######### that. You want to play the game after queueing you treat the other guy as a person too. Especially if you're a ######### 4man swf.

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200270#Comment_1200270

    Not hard honestly, I can clap red ranks survivors as a green/purple rank billy. Most survivors arent good at all in red ranks

    With old ruin gone the only rank of survivor that can really show someone is good is rank one. Getting to red ranks is stupidly easy now.

  • @Aven_Fallen said:

    While it is true that repairing different Gens is always faster, the most complains about this forum were

    "I lost two Gens early" ("even if I still win the game, this is not ok!!!111")

    And this gets addressed with that.

    Unironically I think losing gens like that isn't okay. I don't care if I don't get a 3/4k, as long as I don't get BLINGBLINGBLING on my first hook, as it usually means I get to have a relaxing game and have fun. Those kind of games I'm more likely to give hatch, too.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1194112#Comment_1194112

    I like these changes FAR more than I like op's ideas. (Especially the idea that both are "fairly" balanced, in your dreams bud, both of these perks are an absolute pain to go against, hence the controversy.)

    DS - Problems

    A survivor running DS is not going to heal themselves because the DS practically counts as a health state on its own. It's a nice thought, but it's unrealistic to think anybody is going to heal while they've got what is basically invincibility, they're gonna play as aggressive as humanly possible going for unsafe unhooks, finishing generators in the killers face, doing hex totems in the killers face, etc.

    This is the real problem with DS. That it enables survivors to play extremely aggressively for a long duration of time and they absolutely cannot get punished for it. As Otzdarva put it: "Decisive Strike allows survivors to be bold, make bad mistakes and completely get away with it."

    DS - Solutions

    It should be deactivated under numerous circumstances. I'm a huge fan of that idea of deactivating in a locker because everybody knows this strategy, it's annoying to deal with and provides a survivor 100% protection since they won't even be in the dying state. DS is also meant to be an anti tunneling perk so it should be deactivated after that is accomplished, NOT for an extra-whatever-is-left-on-the-timer. Similarly to OoO, if a survivor is outside of a range of 32 or 40 meters of a killer, it should automatically deactivate, you are clearly not being tunneled there is no reason for you to have the perk still active.

    It should also be deactivated if you begin repairing a generator, DS is a self preservation perk it is meant to keep you alive immediately after the unhook. If you feel safe enough to repair a generator while still injured, there is no reason for you to have the perk still active.

    Hex: NOED - Problems

    OP's idea does absolutely nothing to solve the issue, survivors have no idea whether or not a killer is running NOED until someone has been hit at the very end, so they have no idea whether or not they should be seeking out the destruction of every totem on the map. If they aren't running noed you are very clearly wasting precious time you could be doing repairing generators, saving teammates, healing teammates, etc. Wasting that much time seeking out every totem which could be really well hidden could very well cost you the match. NOED Triggering once the EGC has initiated rather than after all generators have been completed is kind of a meh idea since this core issue remains, alongside the fact that in many circumstances killers did no work to earn this bonus and simply punishes survivors for playing well.

    Hex: NOED - Solutions

    @CheersTC idea of NOED triggering after a late game hook for 45 seconds is not a bad one, the killer did some work and they are rewarded for this. This should be the motto for the perk at all times, it shouldn't be a crutch for bad killers to snag kills at the very end, it should be a perk that rewards good killers who are in real tight and close matches the smidge of extra pressure that they would need to win a match after they've already performed really well.

    Perk that provides a really powerful effect on par with NOED have some kind of conditions that need to be fulfilled. Most notably Hex: Devour Hope requires you to get three stacks of unhooks outside a certain range for instant downs and 5 stacks for moris, a survivor equivalent might be Mettle of Man which requires three stacks of protection hits in order for you to tank one that would have put you in the dying state.

    Likewise, NOED should require you to fulfill some similar conditions before gaining its benefits. You should have a certain number of hooks or possibly better - put survivors into the dying state a certain number of times before you get the instant downs. This goes all the way up into after the last generator has been repaired, you might not have fulfilled the requirements after the last generator has been completed but you can still fulfill them after such as downing someone normally if they're the last stack you need. Afterwhich NOED will immediately activate and give you access to instant downs - possibly for a limited time renewed after each hook you get like @CheersTC recommended.

    CONCLUDING

    DS Changes:

    What survivors get - The core integrity of a perk that keeps you from being tunneled immediately off the hook for a certain period of time remains, giving you the opportunity to escape the killer, heal yourself up, and stay alive.

    What killers get - Prevention of extreme abuse of the invincibility factor DS provides, survivors will no longer be allowed to play extremely aggressive under the protection of DS. If a survivor is truly not being tunneled and outside a range of 32 or 40 meters away from the killer they cannot run back to the killer and pull some aggressive stunts later. Jumping in a locker no longer 100% guarantees a survivor protection as the perk will deactivate, and it will also deactivate as soon as he / she begins repairing a generator so baiting a killer into grabbing them off a generator is no longer viable either.

    Hex: NOED Changes:

    What survivors get - Less frequent abuse and cheap wins from killers who were not skilled enough to complete the prerequisite stacks.

    What killers get - The small bit of extra pressure that a killer may require in order to turn the tide of a close match, and secure kills at the very end that would otherwise have been lost.

    I've always felt the best change to noed would be to make it only apply to those who are on death hook. It fits with the name, and rewards killers for spreading their hooks out among the survivors, which in turn gives the survivors a better game as they're not being tunneled.

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190277#Comment_1190277

    Keys are an easy fix. One escape per key. Only one survivor gets out before the hatch closes.

    Tbh the fix I like the most would be to remove keys and reduce the power of Moris so that pink has the power of current green. If the killer has a Mori it sucks, but at least you can requeue quickly. A key just saps all the fun from the game.

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/140910/key-vs-mori

    One correction: In order for all 4 survivors to escape via a key, all of the gens have to be done and they have to be together. The hatch only spawns when the number of survivors equal the gens completed plus 1. So if 2 survivors are left, 3 gens have to be completed.

    That said, I feel the mori is way stronger than the key. The key requires a certain amount of gens to get done, or the team around you to suck so bad that you are the only one left and the killer shut the hatch. Without those conditions, the key is powerless. The Green Mori can turn the game into a 3v1 in less than a minute with a tunnel. That is pretty strong in itself, not including the Eboni Mori, which is way broken. Mori's should require 2 hooks. I hate running them because they feel like cheating, just like I don't like playing in a full SWF. I don't see an Ebony Mori as an equalizer to SWF because it is way too strong for even that.

    Why 2 hooks? At that point, you are done anyways. The only hope you have is for a flashlight stun, pallet stun, or a rare wiggle free. The killer gets the advantage of removing all possibility of escape by finishing you then and there. In many cases, it takes about as long as it would to bring you to the hook anyways. If this were the way mori's worked, I'd use them much more often.

    As a side, I think removing yellow and green mori and giving the killer a built-in mori if he meets a certain number of hooks is the best way to go. Then make the ebony mori require 2 hooks to use, or at least require that you hook everyone once in order to use it. That removes tunneling as a focus when using an ebony mori. Frankly, I like that way the best. I tend to spread out the damage anyways, but hardcore tunnelers might not like that they have to spread out the damage in order to trigger a mori.

    I think that ultimately, keys and Moris have different problems. Keys can ######### over a killer who was winning, and that never feels good. Moris just send a survivor back to matchmaking. Both are trash for different reasons

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189816#Comment_1189816

    Well I care about PIPS and rank but I care about being bone crushing painful to any killer who faces me much more so if sending a killer back to the lobby annoys the killer...well that's a bonus in my book.

    Killer queues are instant, you're not bothering anyone but other survivors.

  • @Marcus said:

    Discordance shouldn't be S. I would put it in B at best.

    Spies From the Shadows and Stridor being in A is a joke. They should be in D tier at best. You could argue that they belong even in F.

    Enduring, Retribution and Corrupt Intervention should be in B tier.

    Bitter Murmur, Dead Man's Switch, Distressing, Iron Grasp and Dark Devotion should be in C.

    Lightborn should be in D.

    Zanshin Tactics, Unrelenting and Hangman's Trick should be in F.

    Third Seal and Bloodwarden should be in C or at least D.

    Spies from the shadows is currently slightly better than it has been; it's currently bugged and has no cooldown. It's still not great, but you get location and direction from it now.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1174413#Comment_1174413

    I paid money too, genius. There is no reason to just delete me from a match because you got mad after being gen-rushed and flashlighed last game.

    This whole "I paid money, I can enjoy it how I want!" Is a weak excuse to cover up the fact that you have zero cares for anyone but yourself, or desire to better yourself within the game. And that goes for ANYONE who uses that excuse!

    Their point is that the killer paid to have fun, the ones responsible for toxicity are bhvr. The most efficient way to win in this game is pretty much just be toxic as #########. If I as killer want to win, I could spread out hooks OR I could focus down 1-2 people and garuntee getting myself an easy game. The same goes for survivor and abusing map tiles.

  • @SurvivorsAreRuined said:

    https://forum.deadbydaylight.com/en/discussion/133752/why-ds-feels-unfair-for-killers-and-not-for-survivors

    enough with the DS complaints already. DS needs a buff if anything. It takes up a perk slot and it only works once. It should work EVERY time you get off a hook in my opinion. Maybe shorten the duration it’s active for, but give more uses. Every time off the hook. You have to think about it from the perspective of the survivor that just got off the hook he wants to play again yes? How many times do people have to tell you there needs to be ways to keep the game going for everyone. They just hit toolboxes really hard and tbh this game is more frustrating for survivors dealing with laggy hits from killers, unfair downs. Rehooks. All kinds of crap. So you complaining about DS is the least of anyone’s problems. It should b a stronger perk!

    I think the duration should be halved or even cut to 20s, buut have the duration not run down while in chase. This keeps it lasting forever while you're truly being tunneled, but if you try to do sneaky stuff like follow the killer like you're immune it won't work.


    As a player who plays killer when solo and survivor in a 2man, I hate people who abuse perks in this game, and DS locker is cancer.


    Another change could be to make ds disable when you heal/do a gen/get in a locker. If you have the time to do these then you ain't being tunneled.

  • Instant downing isn't an issue. IMO DS doesn't do what it's supposed to, it isn't and anti-tunneling perk, it's merely a perk that stops you getting picked up for a minute.


    All it needs to do is have a shorter timer, but have that timer not go down while in chase.


    Camping and tunneling have their own issues, in that it's practically optimal to tunnel one survivor into an early death. Camping is just the saltier/noobier way of tunneling. Sure you miss out on BP, but getting that 1K feels better than having 4 escapes.

  • Dude was probably being cruel.

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