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Sava18

Sava18

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Sava18
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  • Shouldn't you be saying that to the survivors that use them only for the competitive advantage and not a funny bit?

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283215#Comment_3283215

    Okay let me try to answer this wall of text.

    You're forgetting that certain strategies are only countered by being a SWF. So even if you wanna try hard as solo good luck with that.

    A good team of solo with equal skill can be indistinguishable from swf sometimes and here we again have the problem of not working MMR. If it would work then all survivor and the killer would have comparable skill and the same drive to either win or be casual since that determines if you rise or fall in MMR.

    And since you seem to be a little hung up on lol now, it's the same in normal queue where matchmaking works and the normally good/tryhard players play with other like them and the casuals or bad players are mostly matched with the same except for mixed premade teams like mine with me around platin-diamond and a friend that will never climb out if bronze with her having played it for 5-10 years already and still maxing E first on her main Jinx 😩 and buying tank items when falling behind.

    MMR isn't the only thing that would need fixing. Communication for solo would need as well.

    Others and me have advocated for a ping system or in-game voice for years now and it is up to the devs to finally do something to bring swf, solo and everything in between on the same level.

    Even casual players in league run meta builds, so it's more likely that if those perk combinations stays then the lower levels of DBD would also have to run them to counter them.

    That is exactly what I was saying. The casual is dying out in online pvp games after time when the most efficient stuff aka meta is slowly established.

    I for example played rainbow six siege since release and stopped after my best friend i play it with died 2 years ago. I was pretty good, also around gold/diamond, but nowadays i would get steamrolled because I have no idea of the fast paced meta i see on YouTube today.

    DBD is no different.

    But the problem with that is BHVR giving you mixed messages. If you win too fast you de-pip and don't get a lot of Bloodpoints. If Bloodpoints reflected a win even if quick better you'd see a lot more people become meta slaves. As it is right now if you play too well on either role, you are punished with risk of de-pipping and not gaining many Bloodpoints.

    Maybe if I could get a pip if I won and bloodpoints I would be running Stake-out + Hyperfocus just to counter the current meta and maybe more people would run it as well under those circumstances. So suddenly it would be easier to counter slowdown as people are more focused on winning.

    I won't address your point about pips in more details since that is a subjective goal in my eyes with the monthly hard reset and only the BP rewards.

    But your point about games going too fast with the meta perks, that only happens when non "tryhard" meets "tryhard". When bots sides bring the best then we end up on the same level as if both sides brought absolutely nothing since meta is there to counterbalance other meta. Again a point i made earlier already, when both sides have the same mentality it works but matchmaking does not guarantee that to the same degree like in other games.

    People keep asking for the Bloodpoint bonus to be added to BBQ and chili to incentivize going after other survivors and not killing and if you believe in that argument, we could make the same one for survivors. Perhaps if you got a 100% bonus Bloodpoints if you escaped people would tryhard more.

    The bbq incentive made people play more into the casual mentality not the other way around but that perk is dead today anyway. And you don't need an incentive to make people go for the win, that is inscripted into humans on an instinctual level, but to make them play less competitive and more easy going need a more carrot like approach from the "stick and carrot" principle.

    I play DBD almost daily. I don't play 8 hours because I have work and other obligations, but playing DBD daily and once a week or on the weekend are quite different things.

    Of course they are different and normally different queues should separate those different players but DBD does not allow for that so matchmaking should do that job, to a certain extent.

    As for you quiting, if you've been playing for years already it's only normal you play more sparsely.

    I own this game since its release but played only around 300 hours, just for information. I quit exactly because as a friendly casual killer you get often matched with survivor doing everything to win or not trying to win at all but to toy with the solo killer player.

    I did an experiment by playing the few dozen hours in the last 2 years avoiding all killing and playing extra friendly without blatant farming to see how grateful survivor would be for the different treatment to all the unfun playtstyle compalined about on the forums. And I can tell you it does not feel rewarding to not go for the win and therefore DBD wasn't worth my time after 300 hours, it got boring and repetitive without teammates coupled with occasionally still negative feedback.

    It buffles me that people in this community consider try-harding an insult or something bad, even in ARAM people tryhard and want to win even if it's supposed to be casual. The make it as far on the ladder, what team? If you play non-meta builds in League you get flamed but if you make it to Diamond or even higher with it you simply get extra bragging points and showcase your skill. What more tryhard team? Most people playing ranked are try-harding, that's what the mode is and it is primarily solo-duo. There are no premade teams, But there is Flex queue for that reason. If you want professionals then Unicorns of Love in the past have run some very non-meta comp teams.

    That is the same in all online pvp games. Casuals aren't welcome after game run a certain time. They either get their own playing mode or have to adapt to not be left behind by the people that want to win, no matter what prize awaits them and let's be honest, being the best in whatever video game gives nothing more than only bragging rights outside of real eSports with prize money. Nobody in the real world cares if someone is diamond, platin or challenger in whatever game.

    And about tryhard being an insult, that comes from other casuals that don't like when they don't get their casual matches.

    Uff that's a wall of text and a half. Let's end this discussion here maybe. We went hard of topic and I don't see us seeing eye to eye onto those points.

    I was casual and quit, you are casual and complain about repetitive tryhard killers in your games but the sad reality is that the tryhards always win in the long term in online pvp games and the casuals either adapt, are okay with being at the bottom of the ladder or are driven out of games. That's the way online pvp games go over the course of their lifetime.

    Sheesh.

    Yeah, online pvp games always go this way. I think a large chunk of the dbd player base have never played another pvp game. Casual for me in league is not having my jungle duo dive the level 2 mundo I have been slow pushing into for 2 min and then denying him from farm for the next 15 min. And people say dbd has the most unfun scenarios 😂. I mostly just play norms with my friends now and no one is playing for memes on either side, maybe that's a symptom of going against diamonds to gm's only in norms but I would guess it's at all levels of skill.

    I remember doing double bruiser "kill lanes" bot back in season 3(kill me) but from what I can tell the only players you will find doing that are bronze/super new.

  • Sounds like a not playing blight issue to me. I can't imagine actually having to follow a survivor for 20-40 seconds depending on how distance they made before I found them. That's just mindless for both sides.

    @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283268#Comment_3283268

    Blight, Huntress, and Oni are all killers that don’t have anti-loops in their kit yet are some of the strongest killers.

    I guess it depends on your definition of anti-loop. Does blight make the tile completely unplayable? no. Can he play most tiles in the game with his power? Yes.

  • @Ayodam said:

    Ping is certainly an issue. Personally, I don’t understand why bad ping is ‘rewarded’ while good ping suffers.

    It works when both players have good ping, it just sucks when someone doesn't.

  • Wait, I can play killers other than blight? Yeah I am not too bothered by losing unless it's me messing up. Although I rarely get 0-1ks as long as I played mechanically clean I am fine with the out come especially when I am only running aura reading vs stacked swfs.

  • I mean last year it was funny for 2 days and then survivors were just using them as health states, that gets old real quick.

    1. To get better at survivor
    2. To play against Blight because I don't see him in the screenshot list
    3. If you don't like the idea of either of those things then there is nothing left I guess


    Also half the people on this forum are reasonable, a quarter are extremely biased for either side and the last quarter genuinely have no idea what they are talking about.

  • In my experience the only people you have to worry about have a public steam profile. Good survivors are few and far between even more so for console and epic gamers. That is just my personal experience though.

  • It really depends on how I am feeling. If I am not tired they are getting slugged and never hooked.

  • Well it decides what level of build I am running, that's for sure. It essentially tells me a large portion of the survivor's power level before the match begins.

    Generally

    3 med kits = alch ring and green speed

    4 med kits = iri tag and green speed

    I'll probably slap on pain res as well instead of I'm all ears in those stacked med kits game.

  • I get on after 12AM on NA and I always have 100% incentives. If mmr does affect them mine should be relatively high.

  • I love playing shack is blight and just randomly plutoing between a rock and shack.

  • All MacMillan and azarovs maps until they updated their tiles.

  • @Moxie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280836#Comment_3280836

    Disagree. Players can play however they chose provided they are not cheating/exploiting/taking game hostage.

    Fun is ultimately up to yourself, no one else. Killers should not have to modify any aspect of their play to make survivors have a chance or, even more ridiculous, because they don't like it.

    The reverse is true as well. Survivors shouldn't (and don't) modify their playstyle for Killer's enjoyment. That would be ridiculous.

    Ok but most survivors consider tunneling unfun because that person gets sent back to the lobby real quick while the rest don't get to enjoy the game as much. It's really up to the devs to make it so tunneling isn't good and killers are still good power level wise when it isn't good. the game will just be healthier at that point.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281070#Comment_3281070

    'Good chases' for the survivor typically involve running around the same stack of boxes dozens of times, until you smack the killer in the face with a pallet, then you repeat at the next loop, over and over, until you take two hits or all the gens are done. I get how satisfying smacking the killer with a pallet is, but there has to be a more effective way to do it than run around the same stack of boxes dozens of times. As killer, it's the dullest part of the game. I often end up giving up after about 10 loops and just staring at the survivor on the opposite side as they teabag me, completely safe from harm a mere 4 meters away from a homicidal killer.

    We're playing a horror game. It's far more exhilarating to be trying to complete objectives without getting caught, hiding as the killer comes by, wondering whether or not they'll find you. Chases are bound to come into it, but juke plays where you lose the killer mid chase are far more satisfying than "oh I ran the killer for 47 seconds and looped him 29 times".

    The part of the game that gets my blood pumping more than any, is when I'm the last remaining survivor, and I'm trying to get get to an exit gate, and get it open, before the killer spots me. Being spotted and running for your life should be the 'oh #########' moment before you end up dead, not the core of the gameplay loop.

    Instead I find that most survivors just give up at that point. They can't be bothered playing a horror game, they'd rather just play playground tag and ######### to their clique about how bad a player the kid who "is it" is.

    It's really a each their own moment. I would never have really got into this game if it was based around hiding. It was fun to hide for the first few custom games vs my friends but then it got old. But I have always played competitive games my entire life, so that's probably why I find chase interesting compared to hiding.

    But you gotta understand Blight(with the exception of a couple add-ons) has the most skill expression and allows for the most skill expression on the survivor side. Every single thing on the map is at the disposal of the survivors to use against me. You have pallets and windows just like any other killer, you break LoS just like nurse whenever the scenario is fitting, you can use his own collision against him and abuse various collisions around the map (although the last one is asking a lot from the 95% of survivor players who have never played blight). I went through many different mains but everyone else is dull in comparison now. The reason I'm saying all of this is because he is not like an m1 killer that the survivor has full control over and he is not nurse where the counter play is weak and inconsistent, he is his own beast that truly brings out the chase aspect of the game that the devs have been pushing for a while now. Blight literally deletes the most unskilled aspect of the game(w key) and forces survivors to actually try and play around him.

    Blight is the only reason I still play this game otherwise I probably would have been over it in February. Unfortunately the games design is in this middle ground where they still have the chance to overhaul the game and increase it's life span, but they have so much work to do with survivor objective, map design and all but a few killers are designed poorly power wise.

    And with all of that said I do realize you probably started playing dbd when the game was more suited to your wants and you had to watch it slowly transition to it's current state.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280375#Comment_3280375

    More boring = more interesting? How'd you figure that?

    Getting millisecond and millimetre precise timing and distances down might be "skilful", but there's nothing 'interesting' about running around the same loop precisely 47 times before you need to drop the pallet because you know the 48th time the killer will be able to hit you.

    I was exchanging their words for ones I believe to be more accurate. Are you really telling me hiding is more interesting than chases/looping? I can't think of a single other thing that's interesting about dbd besides chases unless you are someone who is only here for the big name horror figures. Gameplay wise that is.

    I guess if you play m1 killers that makes sense, personally I play blight who actually has a good enough kit and skill expression that allows me to play around most tiles even if it would be more effective to just break pallets every time. The issue with a lot of the lower tier killers is that it really is up to the survivor to make a mistake.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/356494/gen-perks-on-both-sides-should-be-overhauled

    No, i dont think more chase oriented would be more fun. I actually like the hide-and-seek playstyle the game was meant to be played in the beginning, which is mostly gone anyway. Removing the rest of it in favor for more chases just make the game more linear and boring.

    More linear and boring = more skillful and interesting.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279066#Comment_3279066

    do you have time to kick gens?

    That stopped around 2019, I just used Ruin by that time

    At first it was a bit, but I have long over commited to it. Not like I would run eruption or any gen kick perk besides the new aura one if I did kick gens.

  • @MisterMister said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279054#Comment_3279054

    I enjoy the Garden on both sides of the fence, I don’t know why all the hate for it. The only map I really don’t enjoy is swamp because it’s gloomy and gross, but I suppose that’s the point of it 🤣

    Because it spawns cowshed type free map wide loops with a stronger main building. I enjoy going against survivors when the map is overall fair, too little safety and the game is free(shelter woods), too much safety and the there is way less skill expression on both ends(cowshed, Garden). Eeyrie is nearly the same as garden in that way but the main building is not as troublesome and blight can perform way better there in general compared to most killers who just get pre thrown the entire game and take a fat 0k. The killer has to simply be better than the survivor's or have way stronger stuff under their belt. And it was terrible for collision/mobility killers but I have seen that they updated the bushes to not turn those killers into m1 killers for free. Also really only the edges of the map look spectacular, the rest is meh.

    On a side note I agree with you about swamp but for different reasons.

  • Nope, it's a prediction button not a reaction button. It has a very small delay and it doesn't prioritize either side, it's just whoever got hit or hit e first for the server. If it isn't working for you, you either are not pressing it soon enough or you are laggy. I have run dh for most of my survivor games since 6.1.0 and have felt scammed maybe once in a really close encounter that could probably be attributed to delay.

  • @Chiky said:

    As a killer main, I have no idea what Eruption does

    As a killer main I forgot I can kick gens 10 months ago.

  • That's what I say about eeyrie except I would rather play on that map 100% of all games instead of ever playing on garden lol.

  • @Ayodam said:

    I feel balance should come from game mechanics, not perks. And while most killer perks are decent or useful, most survivor perks (beyond the 10 that make up the META) are pretty bad. I personally think BHVR should just stop releasing survivor perks at all. Even when they’re situational or subpar (Reassurance), they’re decried by killers as broken and subsequently nerfed (Iron Will, Mettle of Man) or become perks that generally benefit killers more than survivors (Self-care, Potential Energy). A good way to fix that is to stop releasing perks for survivors.

    Explain to me why iron will was a healthy perk

  • If any body says anything but holding W they are lying.

  • I mean all of the counter play people spout on these forums are not good or healthy counter play anyway. Be random and break LoS while holding W is not good counterplay, a survivor who has no idea what is going on could perform that. You are simply leaving it up to guessing at that point. I always say this but nurse has no right to be at her power level for the max skill involved and the counter play she has. This game no matter what role, no matter what killer, it doesn't matter the skill cap is not high compared to other games and nurse is way over hyped in terms of max skill potential. She might have the highest skill floor but she really does not lick blights foot in terms of skill ceiling.

  • @ArthurVeloso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277909#Comment_3277909

    What about if the nurse has aura reading perks?

    What about if the nurse has starstruck?

    What about if the nurse was double range or double recovering add-ons?

    What about if the map is red forest? (The 8 pallets map)

    What about if the nurse has eruption?

    That's my point. Even though these strategies that you point out make sense, they are not realistic when we are playing against these kind of players.

    This is irrelevant to the topic but neither red forest has 8 pallets, they both have plenty.

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277823#Comment_3277823

    Dh is stronger vs M2 killers but can be weaker vs m1's.

    I agree on everyone but blight, the interaction has stayed the same. I either have something to bump on behind you to bait it or there is nothing and I can't bait it. If the blight is running alch ring then It doesn't matter any way for the most part.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277715#Comment_3277715

    For the MMR to function the game needs way more players than it currently has. I also make the mistake of comparing DBD to league, but when you see the numbers of daily players for each player side by side you start to get a reality check. And that's not accounting for region. That's why there can be so many teammates and killers with bad ping.

    Implementing icons and ping systems might seem more challenging technically but it is something the devs have control over and can implement much more easily than attract 500k players for DBD which is hard for most games to do already. Good matchmaking is dependent on more external factors.

    The other thing to consider is how can DBD attract and retain new players? Because it needs them if we ever need the experience for the average player to improve or feel more fair, but this becomes a cycle. if matchmaking is so bad, new players won't stick. New players not sticking means matchmaking cannot improve without suffering from long queue times.

    That league example can translate to most types of games though. It's already half in the game as it stands, with most bad killers being m1 basic killers with little skill expression and Blight being the second best killer while also having the most skill expression. I do agree a lot of things in this game can't be compared to league just by the nature of their genres but there can most definitely be comparisons made in some areas.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277290#Comment_3277290

    Good take.

    If the roles were equally intuitive at low level while equally non-exploitable at high level, there would be very likely be zero bias (subconscious or intentional) in balance decisions. As it stands it often feels like there is bias due to how many situations are handled/designed, but it also feels like many of them are due to trying to essentially balance two completely different games (and thus prioritizing the newcomer oriented one)

    Stuff like getting rid of locker blinds is a step toward fixing issues at high level that have little to no effect on low level play, which feels consistent with that logic. There is simply too much variance in efficiency to tackle everything, so when issues conflict it seems they stick with a prioritization system that inherently causes biased responses, even though the bias itself is not the intention.

    I mean there are tons of things they could change at high level that wouldn't affect low level play. I always use this example but in league they balance low skill champs around low to mid mmr while high skill champs are usually balanced around mid to high mmr. They can nerf nurse and blight but they would also need to nerf some of the extremely strong things on survivor side such as stacked med-kits and hyper focus builds. Because a nerf to the most stacked of med-kits won't affect someone who just needs to heal themselves because they don't know how to find teammates or their teammates wont heal them. There are lots of other things like this as well.

    Truly I feel like if survivor mmr functioned perfectly( I know that's impossible) then the game could be balanced way way better. There is way too much inefficiency all the way up until top 5% mmr survivor's who are probably a 3-4 man swf anyway. If a better mmr system and indicators are in the game I think it will be in a much more balanceable spot.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277584#Comment_3277584

    increasing the dc penalty would only make things worse, as you know. But if you prefer the worse outcome, be my guest

    I'm not saying you don't make changes to tunneling and camping, I am saying that if you are a repeat offender of DCing then you should be suspended followed by a ban. No other game tolerates this behavior, league can feel way worse than dbd depending on circumstances but you WILL BE BANNED if you leave a few games in a month and guess what that is literally the biggest game in the world so the whole killing the game argument really doesn't work since you know, every other multiplayer game that's not cod punishes it.

    Any reason for DCing is not valid unless is a DBD issue like in this recent patch, everything else is on the player in some way.

  • @MeltingPenguins said:

    This has little to do with the changes now, and more something with the game rewards and punishes all the wrong things.

    DCs shouldn't be punished as hard/at all unless it's a genuine ragequit DC (as in you dced cause you overestimated your looping skills etc, not necessarily quitting against killers you just utterly utterly utterly despise. it's a fine line)

    Camping, tunneling slugging etc however should be actively punished, and the mechanics are present, all while the same mechanics could reward exciting behavior (lets be honest, we all had survivors genuinely thank us (and some of us did the same as survivors) for a good/great/fun match, even though it ended in a 4k at 3-4 gens left. all because there was no slugging, camping or tunneling)

    It just needs better coding and a lot of finetuning

    You clearly have never played another multiplayer game if you think DC's should be less punishing than this game already is. In any other big multiplayer game they do not allow the kind of behavior some players get away with in dbd, they don't care about your internet that's your fault.

  • @Taxman232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277483#Comment_3277483

    Doesn't sound familiar at all. Just play the game and dont be a toxic killer or survivor :).

    Camping and tunneling is usually boring for survivor, pre-throwing and holding w is boring for killer. 70% of killers in this game can do nothing but eat the pallets. That is what I meant.

  • @Phasmamain said:

    We’d need to buff the other 3 boons to compensate for 1 use totems. Otherwise exponential and dark theory would be a waste of time

    Not with exponential. That perk has one use and it's to prevent end game slugging, that is the only time I have seen value from it and when it get's value it will carry the game. The issue is you don't have time to go snuff depending on location so you get to this lose lose situation. Expo does not need a buff it's already strong enough when it gets it's ideal situation.

  • @Taxman232 said:

    The game doesnt promote bad gameplay and survivors doing gens is not toxic (literally their only objective). You have a choice of how to play and choose to camp and tunnel.

    Most killers will have to just break every pallet if you pre throw and w. It takes little skill and provides boring game play for both sides. Sound familiar?

  • Bro if league had no penalty the game would be unplayable, the only thing DC's really indicate is how much people baby rage. This weird mob mentality of the amount of DC's means the game is unplayable has literally no other game backing it up. No I guarantee you that half of all DC's are first down. You have literally replaced Sluzzy, I hope you know that.

  • Hmm it seems both of these perks are over tuned, I think 6 years from now they will be changed.

  • I'm so used to 3 perks I am not sure what I would run if we got increased fov.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276318#Comment_3276318

    High level League and probably Overwatch too, can showcase some really high mechanical skill from certain champions and players, in DBD I think that mechanical skill is more avoided and mostly limited to killers like Nurse and Blight (and maybe Wesker too). But for survivors the most mechanical play you can make is hug the structures too tight or do a 360 which does not work on experienced killer, and maybe DH, or CJ tech which again works mostly on inexperienced killer. And the meta can make a game boring on high level as well, currently DBD is going through a gen focused meta which is rather boring and tank metas in League can also be boring because people rather see stuff like assassins or warriors who are the mechanically skilled ones for the most part (but I'd say that even tanks can be somewhat mechanically intensive as they do have skillshot based abilities that you need to heal).

    That's why playing against Huntress can be so fun for survivors as well.

    Yeah that's exactly what I mean, in league the game only gets more skill expressive and interesting until pro play.

  • @HugTheHag said:

    It's true that DbD is insanely frustrating as a beginner, to the point that there is not much more than spite to hold on to for those first hundred(s) of hours until you're at an okay level.

    However, it's extremely difficult to balance the game to take into account both killer and survivor fun, and at all levels of skill.

    DbD really is a complex thing, and for all that we can criticize BHVR for how they handle everything, I don't know anyone who can pretend to know better how to handle those issues.

    Tbh it's the rate at which things are dealt with, even when taking into account how much they started to change since 6.1.0. They are going in right direction but the process needs to be expedited. It's not like the balance team is the same as the one that works on cosmetics or new killers.

  • @JustAnotherNewbie said:

    Every game when it is optimized becomes boring because the best tactics to win are usually safe and methodical and for the most part boring.

    No one is forcing you to play that way if you wanna have fun, you're the one limiting yourself because you want to win. And to win you have to use those tactics either as killer or survivor.

    This game is 6 years old, by this time people have narrowed down the best tactics that are low risk high reward.

    I would love as a survivor to have more perks and the game to be more focused towards chases, but I don't think killers would be happy about that either (killers are still complaining about Dead Hard and even Windows of Opportunities because they can extend chases).

    You can simply just go for 4 aura reading perks if you wanna play in an exciting way but people would rather run 3-4 slowdowns because they are so much safer. You don't have to chase everyone in that case especially good loopers, you can find the weak link force him to drop pallets therefore using up resources and then downing everyone becomes easier AND you get slowdown on top of that. SO the game can reach a state where no more pallets are left but survivors still have 2-3 gens to finish.

    Unlike aura reading where you have to be excellent at downing survivors at the right time and committing to the wrong target will cost you more.

    I would say it's more exaggerated in this game though. While you are correct game's typically become not as fun when gameplay is optimized. In this game killers play in the most boring way(tunnel and camp) and survivors play in the most boring way(pre-throw and w). It really is uninteresting compared to high level ow or league for example.

  • Chicago/cst. Although if it wasn't clear I am playing killer and my mmr should be super high, so maybe at those time's mmr actually functions for killers.

  • Damn the opposite happens to me. Pretty much anytime between 12AM-5AM I can expect full meta survivors with 3-4 medkits some with styptics and the chance that they dc is low. I don't mind sweat, ill just match it.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275072#Comment_3275072

    The hang of medium to advanced moves and map knowledge to use his power correctly.

    I'm simplifying a bit here, and it may be different for others, but when I compare the two:

    • Nurse took me a lot of training to get the various blink moves right (a couple of weeks). For Blight it took only a few days. The essential difference is that for Nurse you need a precise timing (usually referred to as muscle memory). Whereas with Blight you mostly need a good wrist (for the 90/180 "flicks").
    • Playing a good Nurse requires to know the spatial position of everything on every map. You have to work by memory as you often work "blind". Blight has a similar learning curve but you have visuals most of the time so I find it easier to acquire.
    • Even if you fail a Rush or can't go for one, he is still a 4.6m/s killer with a good map coverage so following up with an M1 is relatively easy. Nurse only has the Blink option with the punishing cooldown.
    • In smaller maps, especially with multiple floors, Nurse wins hands-down. In bigger maps, the advantage is to Blight.

    In my opinion of course.

    edit: typos

    1) Blight actually take's precise timing as well, pretty much anything but a shoulder flick can be dodged in some way by a survivor and that timing required for a shoulder flick is precise and it varies based on speed add-ons. Nurse takes muscle memory but the amount of different muscle memory blight uses is a lot more.

    2) Going against good survivors, they will be breaking LoS as much a possible if you got caught out in the open vs blight that is his greatest strength and the survivor's fault. Blight not only needs to understand everything spatially(he too plays most tiles his own way) but also the collision of everything in that area, while also needing to read survivor's when they break LoS. Blight takes more knowledge to be actually advanced at.

    3) Has nothing to do with skill ceiling, you could just use blight's power to navigate the map and then be a m1 killer

    4) Mostly true perks for nurse and add-ons for blight can make this vary.


    Predicting a survivors path multiple bumps in advanced while also routing your own path to get there with no LoS is pure bump logic. All of his little techs just take muscle memory which degrade their peak skill by comparison to bump logic.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274403#Comment_3274403

    Nope. I've got the hand of Blight way faster than Nurse. And in my opinion, he is stronger than her on many maps.

    I mean what do you call the hang of? Because everyone knows nurse has the highest skill floor, it's just blights skill ceiling reaches much farther than hers.

  • @Theminatar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274182#Comment_3274182

    I main Huntress when I play killer, and I can say this post is just wrong. It's actually kind of hard to time your blinks and hits right with the nurse. Her skill gap is actually pretty high if I'm being honest.

    I main survivor wayy more than killer, and I can honestly say, I LOVE playing against the nurse, because 6/10 times I'm going against a bad nurse who teleports way too far, or not far enough.

    Also here's food for thought.... You ever think about changing up your play style? You can't loop her endlessly like you can any other killer, you actually have to play completely different with her.

    You have to play differently vs blight but he takes way more skill to play and play against. Skill should never be an argument for nurse's allowed power level.

  • @furret534 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274119#Comment_3274119

    Another reason why people DC against Nurse. I bet in those 2 hours of seeing Nurse 4 games you most likely haven’t played against a sinngle trapper, billy, hag, demo, etc. People are just tired of playing against the same killer. Your best bet is to just take a break from the game for now, calm down on some other game, and come back when you’re feeling better.

    Mmmm I feel like if that were even 15% of the reason people dc against nurse I would see it way more often on blight, all I see in this game are survivor's running the best stuff in preparation for a nurse/blight just as m1 killers act for swfs..Although I play this game way less since ow2 released.

  • I'm not sure. I know for a fact though that the only way I will tunnel is if someone body blocks me with bt/otr. If you are healthy I will probably switch to you and you have achieved your goal.

  • @Bupkiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271720#Comment_3271720

    It is funny because killer mains seldom care about how survivors are the ones who usually get the worse when they change game mechanics. Turn around is fair play.

    I mean survivor's have to be nerfed countless times over the course of dbd to be fair what-so-ever. And for the first 10 months I played dbd the only 'mechanic' that got changed was dh validation being buffed into god territory. So I don't really get your irrelevant point.

  • As if I would ever change blight unless a new killer comes even half as close to god design as him.

  • @Moxie said:

    It is almost as if they need to make the 4 survivor players have more fun as opposed to the single Killer player.

    We can argue/discuss the degree but obviously survivors need to be slightly over-tuned as they constitute 70% of the player-base.

    You bias is showing lol. If I see you in another thread I will disregard your opinion because you have clearly already made up your mind.

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