Sava18
Sava18
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@WeakestNurseMain said:
The game shouldn't be so much about escaping/killing, but about interacting with the game and it's elements, like the entire reason the trials are happening is to elicit emotion, what emotions are be elicited when you get your team of 5 star mechanics, acrobats, and medical professionals to casually repair generators while letting themselves be stabbed every so often, what emotions are you getting when a crackhead with a pimp cane murders 4 people in 3 minutes while screeching "gg ez."
Probably my favorite description of blight I have every seen lol.
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@Sluzzy said:
There is a lot of discussion about how killers have effortless winstreaks and all you have to do is watch Twitch or Youtube to find the evidence. This is why stats need to be looked at with caution.
Survivors don't have the winstreaks that experienced killer possess and I think this is bad for the game because it shows unfairness and most importantly a grossly unbalanced game.
Survivor is not as fun as it used to be because of too many nerfs and a lack of motivation and chance to win. This is because of balancing around bad killers. Circle of Healing, Dead Hard, Decisive Strike have been changed into killer sided perks and removes players agency from survivor.
Circle of Healing: A perk that takes away from doing the objective (to win) to setup a way to heal. It was nerfed so much that it was less worthwhile than using Self-Care. Self-Care is now nerfed so bad that both is not acceptable or most importantly fun to use. The ability to heal takes too much time, meanwhile it is easy for killer to continue with their objective. Good killers can capitalize with no way for survivors to overcome.
Decisive Strike: The survivor plays better than the killer for the entirety of the match but the survivor is punished for playing well and the perk is disabled, for bad killers. The nerf to 3 seconds also rewards bad killer gameplay. It is not fair killers have perks that guarantee their wins with endgame perks but survivors do not have any that helps them win. Killers can play badly at the endgame and survivor does not have a way to overcome it.
Dead Hard: Good killers knew how to play around old dead hard as evidence by watching killers play. Of course it sometimes, albeit rarely in specific scenarios extended the chase under very specific circumstances but shouldn't that what a perk does? Help you survive? The perk is now nerfed so killers do not have to think about the perk which is bad design. Killers do not need skill to down the survivor now because it is a simple M1 without thinking about what the survivor might do or try to dodge the hit. With less than a second of window of activation, the perk is unusable due to server latency. The new form is not fun to use, at the cost of balancing for bad killers.
Balancing so killer perks automatically reward the killer in so many ways with no downsides while survivor perks have too many downsides, too many deactivation conditions has caused the game to lose its fun factor for survivor side. This is why survivor is not as fun as it used to be because of lack of options. Experienced killers capitalize on these lacks of options for survivor to guarantee their wins. This causes survivors to have no hope in a majority of matches.
With a take on old DH like that your opinion means nothing to pretty much everyone. The only killer with real counterplay to old dh was blight and no being able to wait out dh in a 10 by 10m dead zone isn't counterplay.
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@Dead_Harder said:
Victor is hard to hit with? No?
Twins has a tons of problems. Lethality of Viktor is not one of them.
The swap time is a big problem. So is the inability to hook survivors when Charl is on the other side of the map.
So is the inconsistent blood pools.
So is Viktors power just not working right in certain situations like when the survivor is on a slope.
But despite all that no other killer can exert as much pressure as twins. They are like ganondorf in smash, any % is kill percent. Better snowballer than agi/starstruck nurse and incredible map presence because you can literally be in 2 places at once. Twins is A tier but needs some qol changes :(
Yeah I lost a little confidence in otz myself when he said dpi affects blight flicks still even though that was changed before i started playing the game over a year ago...
PSA: DPI literally does nothing for blight if you didn't already know.
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@behaviourmakesmesad said:
Its cringe. Thanks for wasting 4 mins of my time every game so you can boost your ego a bit.
Yeah I'd rather just go next than do that. But same can be said for survivors, making end game collapse of an already over game last forever.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3142006#Comment_3142006
Nope, the devs reversed course. It still causes the survivors who are repairing the affected gen to scream, and will cause the generator to be blocked if they are running Dead Man’s Switch as well. The wiki gives false information for some reason.
Pain res by itself gives no real information. The scream is global and their is no directional notification. I am right about the perk by itself, yes if the killer is running dms and survivors allow themselves to get kicked off the gen then you get info.
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@OrangeBear said:
If they nerf Wraith before Blight, Nurse, Artist, Executioner, that'll be ######### stupid. Data suggests he has a very average kill rate of 50%-55%
Yes he does very well against new survivors but that's because Wraith is a killer for new killers. His power is very simple and easy to understand and so are his add-ons. Against very good survivors he struggles a lot because wraith is a predictable killer.
The game needs more easy killers because this game is becoming more and more innaccesible. If you don't have certain perks as survivor the experience is miserable and if you aren't willing to learn stupid techs as killer then you won't perform well.
Wraith is the last killer they should think about nerfing right now.
This game does not need any more easy killers. Most of the are already extremely easy regardless of their skill ceiling and even then very few have a high skill ceiling.
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The information got removed but yeah It's the best gen regression compared to the rest. At least for me if I am running it It's because I don't want to kick gens, eruption, call of brine, overcharge is probably a lot better I just don't care to kick.
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@drsoontm said:
As everybody knows, there are several bad maps in this game and I've been sent to the worst ones consistently for three days in a row now. Sometimes "naturally" (thanks for that wonderful random distribution devs), sometimes by offering. I've lost my patience.
I've started to play very nastily against any group (SWF or not, I don't care) that sends me to such a map (so basically MacMillan and Autoheaven offerings are safe).
If the map I'm being sent to is the Game, and I'm using one of the few killers that can manage it well, I don't care : the intent was clear.
As expected, many such group don't enjoy the resulting trial at all. However they were pretty happy to force a busted map and use tailored unhookable builds or any other "fun" stuff (you know what I'm talking about, ... or not) without a second though.
Do you also handle trials with a nasty map offering differently than normal ones?
If you send me to Macmillan or autohavan I'm happy. Everything else im try harding or leaving(swamp). Especially cold wind, everything is on the table.
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@ImNotBobDylan said:
Oh yeah someone whose entire history is only about killer buffs and complaining about old Dead Hard, makes a topic to explain the world that it is now a fantastic & balanced perk
OP, would you mind recording some of your own survivor gameplay and show us your skills with this fantastic perk? I would particularly like you to demonstrate these "mindgames / precise timing" you're talking about, specifically against Legion, VPN players etc.
@SgtMittens said:
In 2 or 3 years some of you here will probably want it nerfed again.
@PBsamichShoe said:
So a completely useless perk is what killer main consider balanced. Big surprise.
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3139869#Comment_3139869
It's because they obviously don't use the perk themselves.
Do you honestly think they would be complimenting it if they themselves were actually successful at using it?
That's like saying "THE NEW THANA IS GREAT!" just for the sake of leading someone to believe it's actually great. When even people like me who play survivor also, does not believe it is. It is still bad on Legion/Plague but on the rest of the killer roster it sucks.
Yes guys we get it, old dead hard is was fine and new dead hard is terrible. But for real if you are looping with a pallet still up or against most top tier killers DH still functions just as well. You just might have to think at all to get it to work.
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@Pulsar said:
I think I'd rather see what they produce first, before calling it a waste of time.
I do think that the hug tech, coupled with Blight abnormally large initial swing hitbox can make for some very unfair situations.
It's not something that I'm super concerned about but boy it does not feel good when you find a car loop and you just know you're gonna get hit around it.
The swing hitbox your talking about Is only massive for about .2 second after starting the lunge, then it turns into a very thin hitbox that is easy to dodge. That's why the hug tech and flicks that go along with it only work if the survivor lets it. That's why most good blights will be trying to reposition until they can basically get their initial lunge to start with the blight and the survivors hitbox connected. Spinning a blight
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3140862#Comment_3140862
its not about running away from loop. its about moving outwards from loop because it makes blight player guess whether he needs to curve along path of the loop or move outwards.
Even if the blight does get an angle to swing by predicting your pathing from going outwards, you can do something what i will refer to as shimmy. some people will refer to it as wiggling. this is somewhat of FOV technique where you make killer believe that your walking far right, but on very last second, you go left. it works reverse way as well, going far left then going right at very last second.
if you loop outwards toward a loop and then wiggle, 9/10, the blight won't expect it and he'll miss. its really hard to predict it when doing hug tech because you need to look down at camera to slide along obstacle so when you get around the corner, you have very little time to adjust your orientation to go for the swing.
out in the open, shimmy rarely work against good blights because they can read your movement easier, like what I tend to do is angle myself to the left or the right, then max distance swing diagonally so that I hit them at the end of my lethal rush.
If you want an example of what I'm talking about look at 3:40-3:50 in the video. the ace does what I'm talking about. its very hard for blight to counter wiggling with his lethal rush during a hug tech.
this technique also works against Oni's demon rush by the way.
^ This dude knows what he's talking about.
Yes blight is hard to counter and you might have to go out of your way to learn how to do so. But so what every other multiplayer game is like that. You might as well not be trying to do anything if you are getting hit by A lot of hug tech hits.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3141071#Comment_3141071
Right right right right, that must be all that skill issue boosting up killer queue times.
More like survivor takes skill now that has boosted the queue times lol
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3140666#Comment_3140666
well, the game is designed in a way that the survivors start out strong with pallets and all, but get weaker as the game progresses while the killer gets stronger, the killer had set up, there are fewer gens to control, paletts are gone and hooks have happened, so survivors need to be more careful.
Experience shows that when the killer snowballs in the first minute, when he is weakest and survivor are strongest, the game is already pretty much over. There is really no point in staying in that game.
I agree with your points, BUT every other multiplayer game will start suspending you for weeks up to forever if you leave(######### on hook) as much as some survivors do.
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@Sluzzy said:
The game is overwhelmingly killer sided. The killer has to play very, very, very badly and allow survivors to get a couple of gens done quickly and then not tunnel and play very nicely for survivors to ~maybe~ get 5 gens done and then hope the killer doesn't slug or have an endgame build.
This is why survivors can lose hope very quickly.
Survivors don't have any way at all to come back from a bad start.
Eh I was going to give you a written out argument but I've seen to much from you
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@RatbasterdJr said:
What’s y’all’s favorite build to run?
most fun and most effective.
Im currently running - pain res, lethal, bbq, and of course shadowborn.
Same as yours, varying sets of add-ons that I rotate through. Though I was running stridor and shadowborn only for the first week of the patch, felt good to hear survivors for once.
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@Dead_Harder said:
Could any one keep track of how many nurses a survivor streamer faces. Would really appreciate it if any one was planning on watching some streams anyway.
I keep seeing people say stuff like they are only facing nurses and game is becoming a nurse simulator. And i want to see if there is any truth to that.
I can confirm lilith has gone against 0 nurses this week and is not a survivor streamer.
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@KokoFoka said:
I mean, i have 7 lose streak and i dont really know that i have to care about this XDD (mmr u know) (survivor)
I am a high mmr killer main. As long as the survivors I am going against are at my skill level or better than its simply my fault I lost. I basically didn't play this game for months leading up to the patch because of all of the objectively bad survivors running the same perks or the survivors who were screwed by mmr due to queue times and thrown into my game. But most of the time now I get great survivors even a couple comp teams running their best stuff outside of styptics(though they were toxic). And now that I can finally get better at this game since I'm going against truly competent survivors I could not care less if I lose. Though sometimes mmr still ######### up once in a while.
Though I will say if you are stuck in low mmr solo survivor I'm sorry for you, there really isn't much you can do outside of being multiple times better than the killer and praying.
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@HugTheHag said:
Hit iri 4 on survivor for the first time today, and all I'm getting are killers camping and tunneling at 5 gens. I know ranks don't affect matchmaking that much, but I was hoping to actually get to play the game now that I'm supposedly out of the "new killer who doesn't know better" mmr.
We're making the best of it, which isn't much, and it's getting frustrating having boring or infuriating games rather than exalting ones.
Is this iri ranks or am I just unlucky ? Because if it's the former, I might jump ship and play more killer again.
Generally the higher mmr you get the less camping you will see. Tunneling may still be seen but it won't be the real tunneling which is only you from your first chases until you are dead. The issue is that just like me as a killer main saw many bad survivors before this patch you, though I don't know how high mmr you as a survivor can get a mismatch of killers depending on how long they have been in queue. But you will know when you get an actual high mmr killer just from their body language, just as I can tell if a survivor is good after first chase(sometimes second). Though as other have said, If you want to guarantee that you are high mmr going against competent killers and hopefully getting competent teammates. Run perks to make sure you get out regardless of gate or hatch(hatch neither gives or takes away your mmr). I hope this helps because at least at my mmr I am genuinely enjoying the couple games a day I play against survivors who know how to play the game regardless of solo or swf.
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@HoopyK1 said:
The killer closed the hatch. Opening the gate, the killer came to 90%, I used the styptic agent and after I continued to open the gate, the status that allowed me to escape disappeared. I understand how it relates to perks, but to items, as for me, too much
A styptic is there to extend chase not auto win you game winning plays. There has to be a down side to such a strong effect for survivors. Also styptic is pretty much the most broken for of endurance so I don't think that it should get a pass compared to perks.
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@TarunCosmo said:
In some ranked games I play, you can ban characters from the selection. I'm at the point I want to DC as soon as I get certain killers, and I see the same on my SoloQ team.
This will make it so people who dc with certain killers won't match up with the killer. While people who want to play against the killer get to have fun and hopefully not DC.
Data of seeing who is most banned will show if a certain killer is OP. If survivors don't enjoy playing against a certain killer their is an issue.
What would be your 3?
Mine are not because they are OP, I just don't have a good time:
Dredge, Doctor, Plague
I can only imagine that me as a blight main would get matched against people who have know idea what he does instead of players who are good but just don't want to put in the effort. Would make me quit the game in 5 games or less if Ill I got were bad players.
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@Dead_Harder said:
Some people are completing gens solo in 45 seconds with the new hyperfocus builds. Imagine how much complaining thats gonna cause if people are already complaining about PT, which is basically a killer sided perk : D
I mean the more survivors are gen speed focused the more killers are full slow down focused. If I start seeing a bunch of pt hyper Focus I'll start running gen regression/slowdown. I don't intend to lose vs bad players with descent timing holding m1 even though my chases are 25 seconds.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3137879#Comment_3137879
Your numbers are way off
uh, is that true? 90 second gens and prove thyself takes away the negatives of being a gen with another survivor. 45 is 100% correct for 2 suvivors at least and 1/3 of 90 seconds is 30 so that adds up too. What numbers are off. Prove essesially takes away the need for survivors to spread out and pressure multiple gens at max efficiency. If you and another survivor hop on a gen when another survivor starts a chase the gen is done.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3138059#Comment_3138059
You are probably in mmr hell. Survivors i go up against are damn good whether they are swf or solo. My games are incredibly fun and from the post game chat of a lot of my games, its also fun for the survivors i face.
Fun to me is enjoying the game, which i do quite a lot. Sorry to hear its not fun for you, try swf, getting good or any other game.
Thats what I'm saying. low mmr and maybe even mid mmr solo queue may unplayable but High mmr won this patch. It's truly fun instead of bad players with perks.
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I don't have the actual math but you are losing .4 meters from the loss of speed boost. Considering it was 10% off the speed boost and the hit CD I would assume .8M
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3136383#Comment_3136383
Is it really... "fair"? You're hit, drop your item, it stats depleting. If you ever break chase and go back, it's probably useless then because it has no charges. The time it takes to be consumed is so short that if you drop an item you better off forgetting about it.
Yes the killer is using 1 of his 4 perk slots to deal with items. Not op in any regard other than the survivors who actually go back for it mid chase ☻
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3134356#Comment_3134356
I play Trapper with way way off meta perks and still win games. You are just not so pigeon-holed into taking certain perks as you are with survivor. Especially solo-queue.
Yes i'm sure you are going against good survivors who don't make mistakes often. I would think one of the best blights in the world running non gen regression and some of his best add-ons would beat out your trapper. He's basicallly going against the best available survivors unless queue time is too long. If you are playing an m1 killer against survivors who are actually trying to better them selves m1 killers are unplayable without slowdown.
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After 4 killer mains I ended up on blight 8 months ago. This game is blight for me, there is no limit to blights skill ceiling and that all i ask for on any main in any game. He also negates the most boring parts of killer.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3131982#Comment_3131982
Circle is really not that good after all the nerfs, I never used it after it was nerfed a second time. Killers have so much time at their disposal that survivors don't have time to constantly re-boon to heal. Killers were buffed, the huge buff to Scourage Hook+Dead Man far outweighs the extremely small Thanatophobia nerf.
When I see survivors constantly losing, and the outcries on social media about how unbalanced the last patch was, I feel my statements represents it well.
High mmr survivor is doing just fine. I agree that solo needs some info buffs to make sure time is not wasted but survivor is not near as weak as you think.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3133775#Comment_3133775
at this point, it's just the queue.
i swear the match maker is completely random.
I have not been playing much in the last week. But there was a solid 2 weeks where I only got genuinely good survivors about a week after the patch hit. Though I am very high mmr so that may have an affect on it. Last few games I've played has felt random, but that's also a long killer queue at 1Am.
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@LepewSurvivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3134694#Comment_3134694
Not absurd to me: you play a game to have fun, if the game is not fun, you stop playing it, it is not a job.
I suspect a loud minority influenced BHVR to make these patch changes, it broke a delicate balance between survivor and killer fun factor. Survivors expressing their dis-satisfaction in drastic ways (e.g. letting themselves die on first hook) creates a negative feedback loop, that liek a nuclear chain reaction makes more players dis-satisfied. Not the killer or survivor's fault, BHVR broke it, they need to fix it before this death spiral kills the game.
Ok well this game is competitive as its a multiplayer game with any sort of regard for balance. High mmr is genuinely a back and fourth between good survivors and good killers, the only exceptions being a variation of the top 1% of blights with iri tag and nurse in general. Competitive games should always be balanced around high mmr/elo with exceptions being things that are there to intentionally cater to low mmr and are thus balanced around low mmr(doctor). I do agree solo queue needs some QoL adjustments to make it so teams aren't wasting time for unhooks ect... But in general other than the 10 seconds extra on gens, only m1 killers were affected a lot and they are still not very good at winning games regardless of skill. If you are not having fun playing this game you should not play this game until it gets changed. If you are consistently killing yourself on hook before other survivors get hooked you should receive a 2 week suspension. Most survivors and killers alike are genuinely terrible at this game, its just that at low mmr survivors will suffer and there will never be a fix to that. Survivors genuinely only know how to hold w until they learn how to loop and do gens efficiently and all killers have to do is m1 and hold w after survivors. But there is quite literally not a single competitive game that has retains a large following balances around anything but good players.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3131693#Comment_3131693
It’s like playing hello kitty supercute adventures
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3131850#Comment_3131850
That is a very good analogy. No effort needed. Press M1 or M2 for easy wins.
Get a room already :) Your opinions always validate one another, I wonder why?
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@Ayodam said:
I don’t believe incentives are going to change things. Survivors will still DC or attempt hook escapes that kill them. I guess it shouldn’t matter though because at the end of the day killers get their 4K. That’s what matters most.
Nah I consider Dcing everytime someone starts killing themselves on hook as Killer. Don't play the game if you don't want any sort of challenge. After the first week 80% of the survivors I go against are good and don't kill themselves, with some exceptions. But I'm probably just lucky. Don't queue up in this game if you don't want to play. This is the only game I have ever played where a side actively throws consistently, It's quite absurd how many people defend this.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/341177/what-happened-to-survivors
You absolutely feel like you are pigeon-holed into taking OTR, and exhaustion perk and now with Reassurance, you have another perk you almost feel like you have to run.
Question about this. I get not wanting to be forced to run certain perks, but its the same on killer. Unless you are playing nurse or blight with really good add-ons then you have to take gen regression/slow down. There's nothing fun or interesting about these perks either but you do just straight up lose against good players without them. Even lilith on blight with no slowdown will lose games vs good swfs, even with alch-ring and green speed.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3124596#Comment_3124596
I understand but I can vouch for them that they are not one sided. In fact there are things they and I don't agree with, specifically where SWF vs SoloQ is concerned. Which is what prompted my initial post to begin with. (Hence why I tagged them)
I just don't appreciate when people are making half-way trollish posts about someone, especially when it doesn't add anything to the conversation.
Regardless of which side people might sound like they "side" with. It's just not a good look to attack someone simply because of that opinion of them exists in your head.
You are @ing someone who I know is completely against the killer changes that pretty much only affect killers below S-tier outside of gen slowdown, im not sure about the other guy but you are essentially creating a vacuum depending on him. I am not "attacking him" nor am I trolling your posts. You essentially said "this patch is unplayable for survivors am I right guys who agree with me?"
You don't have less resources they have simply changed. Unless you are going against iri tag blight/ nurse it is quite literally a skill issue. I am not discounting that mmr has been terrible for a descent amount of players since the patch dropped. But me as a blight player with extremely high mmr am going against survivors who are performing much better in every way just with a different meta, not because of there perks but because high mmr has shifted to the actual good survivors instead of the e,w, pre throw survivors. These survivors aren't just SWFS, they are also solo queue. Everyone except low mmr PLAYERS have been unaffected by these changes other than E survivors. This game and no game in general will every be balanced around low mmr, high mmr survivors are doing just fine with a few outliers. I do agree solo queue needs some information buffs but that is all.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3122665#Comment_3122665
I'm sorta on the fence about this. Instead of coming up with basekit options like they were supposed to they are having perks fix the problem instead.
Every new change has made perks solve the issues instead.
Isn't that what bhvr has done forever though? Like regardless of their varying strengths, boons have no real counterplay still. DS being created and bunch of other stuff that happened before I even started playing dbd
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@ElleGreen said:
They literally got buffed in every way possible with bloodlust and hitting quicker etc and have been acting horrible ever since camping and tunneling every game it's wild
Yes man, All survivors are also clicky clicky pre throwers with no looping skills true.
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@SeannyD115 said:
You are using two perk slots to be able to get that healing speed.
You can still get faster speeds with medkits with the locker refill perk
Yeah discounting the fact that boons affect the entire team isn't it.
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@Arkck said:
Blight as I love how there's always more to learn with blight
It's the reason I play dbd at this point. There is no other killer that compare to blight, both in gameplay and skill ceiling.
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@solidhex said:
https://forum.deadbydaylight.com/en/discussion/comment/3128226#Comment_3128226
i think all of the autohaven and macmillan maps are allright, except maybe shelter woods which is kind of killer sided. They're all playable for both sides.
Resting place and suffo pit are survivor sided. Though they are the most balanced realms by far, they just both have a map that is killer sided and survivor sided. Oh wreckers yard is the killer sided auto haven map.
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@Danebydaylight said:
https://us.v-cdn.net/6030815/uploads/WJ2CWPCV4SYM/killstats2022.jpeg
https://us.v-cdn.net/6030815/uploads/2WXULYOXMAFW/2022escapekillrates.jpeg
These were released at the beginning of this year, and prove that before the update (6.1.0) that almost all killers had a greater than 50% kill rate, meaning the game favoured killers and never favoured survivors. The reason for the 6.1.0 update was to help killers when it was never hard for killers.
The 6.1.0 update is unfair to survivors.
These stats tell nothing, as survivors in low mmr have no idea how to use their resources correctly or even loop so low mmr ends up extremely killer sided. Which is quite literally impossible to fix as this game first starting out is super killer sided. And you never ever balance around low mmr in any game.
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@Katzengott said:
These stats tell nothing about what happend in the game.
Could be just 1 camped hook before all gens were done + an extra kill with NOED. (Not really fun for both sides, isn't it)
In a "healthy" game they should look for how many hooks / kills per gens happenend.
Low mmr in a nut shell. I really don't know how you're supposed to climb out of low mmr when this happens everygame. I am a killer main but happened to my friend every game pre patch.
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@suddenclaireity said:
https://forum.deadbydaylight.com/en/discussion/comment/3128110#Comment_3128110
Nurse is my favorite because she feels the most rewarding to play, there is the most skill expression available with her. When you are rewarded for being skilled, that is fun to me. However, more importantly, she is too diverse and establishing a set role for her would make her presence less of a problem when developing new perks.
Strong disagree on range indicators. Trickster, Huntress, Nurse, Cenobite, etc... they should all have range indicators. "Show Range Indicators" should be a toggle-able option in settings. Again, at competitive levels of play--you're right, it is a distraction. Because once you've sunk hundreds of hours into mastering the ability, it's all muscle memory anyway. So if it's not needed at higher levels of play, not having range indicators only adds artificial difficulty.
I do not have the same experience with regards to landing hits with first blinks. It would possibly make sense to bring her speed up to at least par with survivors, depending. Again, it's unfortunate that there is no public API or publicly accessible data to be able to make these predictions from a hypothetical place.
Yeah I would not say nurse has the most skill expression.
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@Murgleïs said:
Your version of nurse seems very easy to loop / bully and not fun for either side.
I would play Blight over this. But the next step for "balance" would be for Blight to have only 1 rush right ? To allow for more counter play, right ?
Get good and be less predictable.
Ok but blight already has counterplay. Windows, pallets and bad tiles for him all already work as counterplay against him. It's like if me as a blight main said just wiggle or spin blight every time. It's something that works initially but then stops working. All killers are supposed to have a lack of counterplay at some point, blights is if you are in the open or hold w wrong there is nothing you can do except wiggle and spin but after you do that to me once it won't work again. Nurses counterplay is essentially the wiggle and spin vs blight but every time.
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@akanadi said:
https://forum.deadbydaylight.com/en/discussion/comment/3126550#Comment_3126550
wdym???? what about solo queue? youre just punishing them and trust me 95% of swf's arent gods, and awful point saying nurse doesnt need to be nerfed thats a different discussion nothing to do with swf, if anything solo queue needs to be more like swf or killers should get to know who is swf so they can use some counterplay like being unpredictable yknow
So good swfs are allowed to be as good as they are but there can't be killers to match them. I agree nurse needs some changes, but if blight and nurse receive changes there is nothing left to contest them. Just as good swfs stomp most killers the same can be said for nurse. Either they both get adjusted or they have to stay the same
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@akanadi said:
punishing players for playing with their friends is straight up cruel and you gotta take into account that not all players have thousands of hours and not all SWFs are in comms what are your thoughts on this though personally i find the swf nerf debate to be confusing
As long as there is an S tier killer on the same power level than swf is fine. If there is simply nothing that can contest them then they gotta get nerfed.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3126110#Comment_3126110
Is that the same as a moon rush? If so they are so much fun. Tricky to pull off but fun.
Pretty much all of blights tech derive from the hug tech, as of now.
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@Breadn said:
Picture this;
-You hit an insane curve as Hillbilly.
-You hit a sharp flick as Blight around a tight loop.
-You throw a perfect hatchet as Huntress.
-You perfectly guess the survivor's pathing as Hag.
In all of these situations, your mechanical and/or decision making skill is invalidated by the survivor pressing a button. No longer do you just get a cooldown, the survivor also gets a speed boost.
If you're playing Billy, it's like you're always running speed limiter. If you're playing Huntress, you're almost guaranteed to have to hit them three times. If you're playing Blight, you can't do anything flashy and have to waste more bumps to get a hit. As Hag, you can no longer rely on instantly hitting survivors after teleporting.
This isn't healthy for the game. It isn't healthy for a player's skill to be invalidated by "good timing" on a survivor's part.
I've used DH as survivor aswell, and every time I use it against a killer like this, I don't feel like I outplayed them. I feel like I got carried by a poorly designed mechanic that rewards sloppy play.
If im seeing a lot of DHs, I will start running alch ring. Alch ring is quite literally the biggest counter to DH now.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3125681#Comment_3125681
You can say that, but the difference doesn’t lie. The amount of distance I turn with the DPI clutch is absurdly more than without it. I have landed so many more hits.
Shinobu is right, there is a built in lock on blights attacks. You could use 400 dpi you would just need to use an entire MTG mat to do a 180.
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@legacycolt said:
Most people are saying the game is killer sided now, so not balanced.
Also nurse needs a rework. She’s too overpowered, especially after the recent patch.
Most people are survivors, thats not really an argument.
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@TheGrimQueefer said:
https://forum.deadbydaylight.com/en/discussion/340341/cow-shed
Imagine making a killer work for their meat. "All maps must have zero tiles"
You can prethrow this entire map and the game will be over, other than c33/addy vial blight. Even then the collision isn't that great for addy vial.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3122240#Comment_3122240
That is your opinion about someone, which is not needed here.
Move on to the next thread. Thanks.
You don't need to be in a vacuum. Every thread I have looked at since joining the forums he has been there saying completely survivor sided things. I'm all for balance, but one sided opinions in a vacuum is bad.