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ShadowNurseZFX

ShadowNurseZFX

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ShadowNurseZFX
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  • @[Deleted User] said:

    As killer, I'm fine with boons, if they get further adjusted somehow.

    My biggest problem is that the receiving the snuff totem prompt is very punishing to get right. You have to face it at the exact right angle.

    I've said this before, but boon totems were a rushed mechanic that really wasn't tested before release

    my problem is them even having a totem. they were strong enough. and the perks are insane. if they bless a hex, if it gets snuffed it goes back to hex and il consider acepting boons. its another of the many things killer has to worry about

  • @Mileena_Kahn said:

    They’re fine, it takes 24 seconds (of not doing gens) to bless one, but only 2 seconds for the killer to deactivate it.

    14 for a dull, 24 for a hex.

  • @Hippie said:

    Definitely use flannel when you first start to get a feel for where her blinks go, and then phase it out after around 5 games. Always blink to the corners of walls or obstacles rather than trying to predict where the Survivor is on the other side! And don't use your blink right at the start of the game, as you can typically get the drop on Survivors if you keep your identity hidden until you strike.

    I would also prioritize recharge speed or decreased fatigue addons over range (I've actually never used a range addon in all my Nurse gameplay), since I think her default blink range is quite enough. I personally like using the wooden horse and the pocket watch since I feel like she's perfectly strong without addons, and I get good results anyway!

    i have said this before i think but flannel screws me up more than it helps me. and personally i use torn bookmark and kavanaghs last breath. they work for me

  • @SCP_FOR_DBD said:

    I'm not sure, she can get hard countered with SWF and Flash Lights, which are very common. I think the best killer is either Spirit or Freddy cause they both have great chase potential, map traversal, and map control.

    franklins hag

  • @TacitusKilgore said:

    Although with the amount of advice here you probably have more than enough, i'll still add my two cents.

    Think like a survivor, that sounds stupid but it works amazing on hag. Other killers need to stay in the mindset of a killer to stay effective, not hag however. She needs to be thinking like a survivor. "Where would i go to loop myself? What is the most high traffic area? Where will survivors run?" etc etc. Then when you have this idea in your head, start trapping all the places and loops you think a survivor will be the most attracted too. When you get into this mindset you'll suprise yourself with how often you deck survivors, they never truly expect you to get into their head but when you do they just start triggering every single trap. Its glorious.

    thanks! i usually implement this i made a response 1 day after i started using it. so glorious

  • JUST 4KED AS HAG WOOHOO


    Thanks for the tips, they also said i played well c:

  • @Avilgus said:

    Use franklin, the most underrated perk on Hag.

    i do

  • @rafajsp said:

    If you are a loser, just play Nurse DOT

    so losers play nurse? or am i getting this wrong

  • @lordfart said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584160#Comment_2584160

    How is it bypassing if they still have to open it anyways, I'm a bit confused, like hatch bypasses EGC but 99ing gates just delays it? What am I missing ><

    fair

    @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584199#Comment_2584199

    You clearly do have a problem with it if you are making a thread about it.

    Dead by Daylight currently has bigger problems than someone 99'ing an exit. Honestly if the exit progress did deplete killer's would just abuse it.

    there are, like sbmm etc, and this doesnt bother me i nthe way you would think.


    Anyways, off to bed.

  • @Shroompy said:

    First blink should be used to eliminate the majority of options the survivor would have to avoid a hit.

    - If theyre far away close about 60-75% of the gap between. If they keep running use your second blink to catch up and if they double back you get a hit

    - If they run behind cover blink next to it, this way if they double back theyll run into you and if they keep running youll see where they are

    - Only use one blink to traverse around the map, and save the second one in case you find some one

    - A common misconception with the Nurse is she has to predict, which actually makes her a lot harder to pick up. The skill you get as Nurse is limiting survivor options which in return wont make you predict, but react accordingly. Prediction is something youre gonna have to do how ever in maps with lots of LoS blockers or indoor maps

    i am stupidly insane at predictions and get them right about 90% of the time

  • @Yords said:

    Use the first blink to get close to the survivor, and then use the second one to get really close for a hit.

    a obvious one, i do this alot. thanks though!

  • @alex511 said:

    Stick with her to master the blinking, played randomly she is weak but mastered she is no 1. When you digged the blinks observe surv dodge strategies and instantly adapt, they tend to use patterns. Keep Thanatophobia and Nurse's calling as they are very good perks, really fun to blink into a three stack healing pit that think they are safe lol.

    thanks! will do this.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584199#Comment_2584199

    Not sure when it’s going to click for you that, as several have said in this thread, EGC was introduced for one reason only: to ensure an end to the trial. The mechanic is not being bypassed by 99ing exit gates, only delayed.

    i know. its to ensure the end, but 99ing seems like it counters that. idk maybe just dont change anything. or just make EGC start once all gens are done but if it end killers dnt get kill points, survs dont get escape points.

  • @SunderMun said:

    The killer can literally open it themself, negating this issue you claim exists. Just open it if it bothers you that much.

    it bothers meit bypasses the most fun part. its not an issue. just make it start when 5 gens are done

  • @CluelessWanderer said:

    I don't even understand why this is a problem.

    The survivors already had time to 99% the gate. That means they could have easily escaped and most likely want to have time try to save a team mate.

    MOST of the time this happens:

    1. There are 3-4 survivors left. When it's only two (and god help us, one) doesn't happen.
    2. A survivor 99's and stands by the gate waiting to open if another is being chased (which is the same difference of fully opening them)
    3. The Killer is camping the last survivor they downed because the gens are done. Survivors need time to try to rescue which may or may not be successful (If there's NO-ED they need to look for the totem. If Bubba is facecamping there are hook exchanges etc). In Solo queue, 80% chance they leave you to die on the hook and not even try.

    What are these "free escapes" your talking about? Because from my perspective, they already practically opened the door. It's just they might have had a bit more time to try to save a camped survivor. Sounds like you don't want them to have time to do that. I mean keys have already been gutted to a point they're just about useless. The hatch now only appears if you're the last survivor, making chances of escape for last man standing next to nothing.

    And now if you're the only one left, AND you aren't facing a high mobility Killer, or a range Killer, AND the Exit Gates don't spawn close together (like usual), your only hope (which is less than 16%) of opening that gate is to do it little by little and hide.

    So that should be made even more impossible then?

    as i said, they can adjust to it 1 survivor, heck even buff the time for 1 survivor so it takes less time. but as i afore said. EGC should start when all gens are done

  • @YuisPinkBob said:

    99ing is fine. There are perks to combat exit gate progress if it's that big of a problem for you and you, as the killer, can open it yourself if you really want Blood Warden in play.

    i dont have problems, i dont run blood warden. it just doesnt make any sense, its dull, boring and mostly. It bypasses a mechanic.

  • @Pepsidot said:

    Main build: Dead Hard, Borrowed Time, Spine Chill and Iron Will.

    Borrowed Time and especially Dead Hard are almost always in my build. Spine Chill and Iron Will are slots I'll sometimes change. E.g. I'd probably be using both Boon perks right now if the healing one was working.

    Oh, and for killer I always use BBQAC. I usually use Ruin + Undying too and the last perk is not always the same. For my last perk I might use STBFL, Tinkerer, Corrupt or... even NOED.

    very nice main build

    killer build. i run exactly this on nurse, nurse i run BBBQAC ruin, undying and lethal pursuer

  • I Will become a hag main, and a nurse main. ill main both because i like them both, and i like killers with skill and more than meets the eye with their kit. with that being said. lemme get on to my response

    1. This Is Insane.
    2. This is stupid, and I never do this. I have always only placed 1 and maybe 2 if there is a loop nearby
    3. Hag is good on Haddonfield? the most survivor sided map? (I know huntress is as well). This killer is actually insane.
    4. This is a very good tip, and I will for sure use this to my advantage.
    5. I Trap 2 loops. 3 if there is a loop near a hook, or I will trap a loop in a chase to lower their options. I rarely fake setting traps and it works like a charm.
    6. yeah I have found out this. I lost 4 gens in a chase once. I never chased as her again. if I don't get the hit when I teleport, I wont chase unless they are close enough.
    7. I am very perceptive and my reaction time is insane. I have this under control.
    8. This tip sounds insanely helpful.

    Thanks so much for the tips, i may ask for some tips as nurse aswell in my next post. even tho im already really good as nurse. i want to see people's ideas on how nurse should be played.

    with that being said. thanks so much!

  • @Xayrlen said:

    You can force it open by approaching and interacting with gate lever. Case closed.

    I'm getting tired of saying this! I've said 10000000 times now, I'm not gonna let them doo things just to open the gate. just make the EGC start at 5 gens done with an extra minute. but the killer doesn't get kill points and sur don't get escape points once EGC reaches 0. instead of survivors dying, the game ends. and if u didnt escape you dont get escape points. And you dont die. and killer doesnt get the kill points

  • @lordfart said:

    Can't say I've ever heard someone complaining about 99ing exit gates. What's next you gonna complain about Mike Myers 99ing his power, it's strategy

    Personally, as i said up there. I dont actually lose due to it. I just think its bypassing the most fun part of dead by daylight. the EGC.

  • @Artick said:

    Devs already tried this, it sucked, won't happen, adapt and move on.

    If they manage to 99 the exit gates then you pretty much lost at that point. Stop expecting and demanding the game to hold your hand and give you a win when you lost.

    EGC is not there to help the killer or to put pressure on the survivors, it is there to prevent games lasting an absurd amount of time. If they 99 the gates and refuse to do anything else, you can open the gate and trigger the EGC.

    someone had a far better idea and I added that to this. being how this now works:

    the EGC starts as soon as 5 generators get done, the EGC has an extra minute. if the EGC end the survivors get no escape points, and the killers get no kill points. then, it favours no one, and makes for more enjoyable games


    this makes it so the EGC does not favour anyone, forcing survivors to be under pressure for their unhooks, heals etc. and the killers under pressure for the kills and more, this will also prevent the game from lasting an absurd amount of time.

    and I haven't even lost to 99ing i just thought about it and thought "this just renders an entire game mechanic useless" and came up with the regression idea. which was terrible, i agree. i think this idea is much better and makes the EGC fair. not killer-sided. and it starts as soon as 5 gens are done because well, thats the end game pretty much, making more sense to make that the EGC

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/289258/99ing-exit-gates-should-not-even-exist

    Best to way to fix that would be to make it so that you have to complete the animation of pulling the switch down, which is like 3-4 seconds.

    yeah. but someone had a far better idea and i added that to this. being how this now works:

    the EGC starts as soon as 5 generators get done, the EGC has an extra minute. if the EGC end the survivors get no escape points, and the killers get no kill points. then, it favours no one, and makes for more enjoyable games

  • @km66 said:

    Downing survivors shouldn’t exist.

    stop baiting. aint funny

  • @mike2835 said:

    Killer can just open the gate himself lol

    waste of time though. giving up maybe some pressure? giving them free unhooks? free heals? no thats not how this game works. this just ignores the point of being a killer to potentially help them escape

  • someone had a better idea. EGC starts as soon as all gens are done, and then the EGC will last 1 minute longer. finally, if the EGC ends. The game stops, and you don't get any kill points on the survivors, and survivors don't get any escape points

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583018#Comment_2583018

    If you enjoy EGC then open the door, as survivor or killer, you can do that. Others can leave the door at 99 and continue to make saves if necessary.

    They should make it truly unbiased and any survivors left in the match don't get escape points and the killer does not receive sacrifice points, it is a draw. Put pressure on both sides to either get a kill or escape within the time limit, EGC rewards no one.

    I've said 10000000 times now, I'm not gonna let them doo things just to open the gate. bottom part though, please add to the game. and then make the EGC start as soon as 5 gens are done and ill be fine

  • @PalletsAndHooks said:

    24ing a gate is the only way a solo survivor can safely open a gate....yes there's wake up but it's so conditional and only works when gens power the gate

    So if gate regression would curb 99ing a gate, how would you help a lone survivor attempting to escape since gate regression would kill any effort to 24 the gate?

    What if 99 gates regressed back only to 75%?

    They could adjust for solo survivors but eh,

  • @SAégis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583072#Comment_2583072

    true true but its way more balanced and easy to do it that way and then change 1million things

    yeah, also saves time

  • @Yords said:

    I think a good strat is to place at least 4-6 traps as you cross the map through the middle.

    Then make a more webbed up area on the map, and then have at it from there.

    noted! how does this help though

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583065#Comment_2583065

    Yea... you can but again it's all just depends on the situation that presents itself

    I mean that's what I do

    im perceptive, great at predicting. so yea

  • @Beaburd said:

    Survivor - Dwight:

    Bond, Open-Handed, Plunderer's Instinct, Balanced Landing (Plunder will be replaced with that healing boon later)

    ---

    Killer - Ghostface:

    Corrupt Intervention, Thrilling Tremors, Play With Your Food, Rancor

    Killer - Legion:

    Thrill of the Hunt, The Third Seal, Ruin, Thanatophobia (Replace Thana with Retribution on occasion)

    Killer - Doctor (Calm add-ons):

    Monitor and Abuse, Devour Hope, Ruin, Huntress Lullaby (Replace Monitor with BBQ, Thrill of the Hunt, or anything else on occasion)

    Nice build(s)!

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582987#Comment_2582987

    Well Whispers lets you know if you are within 32m of a Survivor and you hear the Entity says "yes" or "no" or just growl

    "yes" if you are looking at a Survivor "no" if you aren't

    No Way Out is a perk that stacks as you hook all 4 Survivors once and blocks the exit gates when a Survivor touches the Gate(s)

    And yea... I try to save other Survivors and not myself and do Gens... You know be a team player cause I can't survive by myself

    intresting, i never knew that about whispers. ik about NWO

  • @SAégis said:

    https://forum.deadbydaylight.com/en/discussion/289258/99ing-exit-gates-should-not-even-exist

    i completly agree to that OOORRR endgame collapse should begin when the last gen is finished 99 would just avid BW and thats it but it wouldnt be in control of survivor so heh yknow

    i like that idea. but if this happens theyll need to nerf no way out as itll become exploitable

  • @RaSavage42 said:

    It all depends on how you want to play her

    1) You could play defensively... Trap an area (3 Gen)

    2) You could play offensively... Trap around where Survivors like to travel

    3) You could play aura reading... Trap both around a 3 Gen and around where Survivors like to travel and play around the Survivor tripping your Traps.... and use aura reading addons

    i think all i can use 1 and 2 together in different stages maybe? beggining i can use the defensive, mid game il go more offensive, then the aura reading i dont think il use

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583001#Comment_2583001

    It doesn't. You can open the gates. If you're bad or unprepared enough that gates equal a complete loss of pressure, take your loss and get a lower MMR.

    opening the gates. ive said this so many times. why would i give up my pressure, and if there is hooked survs or injured ones in a chase. why would i give it up to open it? it can ######### you over more than it helps. then your thinking "then why complain about 99ing" because it bypasses a mechanic and blood warden, other perks. do i need to go on? regressing to 80% or 90% would just make it better

  • @BattleCast said:

    They are a problem. This might be an unpopular opinion, but I believe that almost all exhaustion perks are entirely too strong and beat out every other type of perk in the game besides Unbreakable in certain situations. They are destroying the game by creating an unshakeable meta dominated by chase-oriented perks. I'm tired of running them as survivor if I want to win and I'm tired of dealing with them as killer.

    Tell me, why would I ever bring a perk that allowed me to see the auras of my teammates around me over an exhaustion perk. There is literally no reason to unless you just straight up don't care about winning. Why would I bring a perk that allows me to see the killer's aura when a generator is completed? Dead Hard is an option, that allows me to possibly extend the chase by minutes. So screw Dark Sight that's useless compared to Dead Hard. That is what I am thinking as I go to select perks.

    What would I do? Nerf all speed increase exhaustion perks to 130% speed and put some sort of breathing penalty on exhausted survivors making them easier to track during a chase. This would make it so survivors don't just gain as much free distance just for existing, and there is a sort of trade-off. Gain free distance in a chase, but become an easier target. Of course, the speed increase will always be worth the stealth penalty, but at least there is now a better chance for the killer after the survivor gained free distance.

    Dead Hard should slow you down at the end of the animation, but keep the I-frames. That way it can't be used as an "oopsie, made a mistake, let's just pretend that never happened :)" button. This would force survivors to use the perk as it is intended; a perk that allows you to juke the killer as they swing for you.

    Anyways, rant over. What do you guys think? Are exhaustion perks a problem, yes or no?

    theyre fne, sprint burst and dead hard are the only actual good ones, lithe can be countered, and balanced landing is situational

  • @Floppy said:

    https://forum.deadbydaylight.com/en/discussion/288277/deathslinger-is-garbage

    General

    • Base trap carrying capacity and starting traps increased to 2 (was 1)
    • Trap aura color changed from red to white to be consistent with other killer object auras

    Trapper

    Base trap carrying capacity and starting traps increased to 2 (was 1)

    The number of traps spawned on a given map is now always 6 (was random 4-6)

    Add-on – Trapper Gloves: Setting speed bonus increased to 30% (was 20%)

    Add-on – Secondary Coil: Increased trap disarm time to 50% (was 43%)

    Trapper Sack: Bear Traps are carried at the beginning of the trial instead of spawning on the map.

    The Wraith

    Uncloaking speed boost duration reduced to 1 seconds (was 1.25 seconds)

    Hill Billy

    Add-on – Death Engravings: Added effect: Decreases heat generated while charging by 14%

    Add-on – Doom Engravings: Added effect: Decreases heat generated while charging by 14%

    Add-on – Mother’s Helpers: Charge speed bonus after being stunned increased to 18% (was 12%)

    Add-on – Tuned Carburetor: Charge speed bonus increased to 25% (was 20%)

    The Nurse

    Add-on – Torn Bookmark: Removed line of sight restriction. Added effect: Increases Blink recharge time by 50%

    The Shape

    Add-on – Vanity Mirror: Removed speed penalty

    The Hag

    Add-on – Waterlogged Shoe: Increased speed bonus to 4.5% (was 2%)

    The Pig

    • Add-on – Bag of Gears: Increased Reverse Bear Trap setting speed bonus to 50% (was 20%)
    • Add-on – Crate of Gears: Decreased Jigsaw Box search penalty to 33% (was 43%)
    • Add-on – Tampered Timer: Decreased Reverse Bear Trap death timer modification to 20 seconds (was 30 seconds)
    • Add-on – Amanda’s Letter: Jigsaw Box reduction removed. Aura reveal range increased to 16 meters (was 12 meters)
    • Reworked Add-on – John’s Medical File: Increases crouched move speed by 6%
    • Reworked Add-on – Razor Wires: Failing a Jigsaw Box skill check while uninjured will injure the survivor

    The Spirit

    While phase walking Survivors within 24 meters of The Spirit (not the husk) hear a directional audio cue that gains volume with proximity

    The Plague

    • If the power button is released early, Vile Purge will continue charging to the minimum threshold instead of cancelling and entering cooldown
    • Vile Purge cooldown move speed increased from 2.3m/s to 3.6m/s
    • Base object infection time increased to 40 seconds (was 35 seconds)
    • Time to cleanse at a fountain increased to 8 seconds (was 6 seconds)
    • Add-on – Limestone Seal: Object infection bonus increased to 20 seconds (was 5 seconds)
    • Add-on – Emetic Potion: Increased Vile Purge effectiveness bonus to 30% (was 25%)
    • Add-on – Hematite Seal: Object infection bonus increased to 30 seconds (was 10 seconds)

    Add-on – Ashen Apple: Removed object infection duration modifier. Added effect: Increases the number of Pools of Devotion in the trial by 1

    • Add-on – Exorcism Amulet: Increased Corrupt Purge duration bonus to 10 seconds (was 6 seconds)
    • Add-on – Devotees Amulet: Increased Corrupt Purge duration bonus to 20 seconds (was 8 seconds)

    Reworked Add-on – Vile Emetic: Increases velocity of vomit projectiles by 10%

    The Deathslinger

    • Increased movement speed when aiming down sights to 85% (was 75%)
    • The cooldown when a survivor breaks free is now the same duration as a successful hit cooldown
    • Add-on – Gold Creek Whiskey: Removed movement speed penalty
    • Add-on – Marshal’s Badge: Removed movement speed penalty
    • Add-on – Iridescent Coin: Decreased range requirement to 12 meters (was 15 meters)
    • Add-on – Wanted Poster: Decreased movement speed while aiming to 2.5% (was 10%)
    • Add-on – Jaw Smasher: Decreased movement speed while aiming to 1% (was 5%)

    The Ghost Face

    • Night Shroud recovery time decreased to 24 seconds (was 30 seconds)
    • Add-on – Walleye’s Matchbook: Decreased Night Shroud recovery modifier to 2 seconds (was 4 seconds)
    • Add-on – Olson’s Address Book: Decreased Night Shroud recovery modifier to 3 seconds (was 6 seconds)
    • Add-on – Chewed Pen: Decreased Night Shroud recovery modifier to 4 seconds (was 8 seconds)

    The Blight

    • Add-on – Adrenaline Vial: Increased rush token recharge bonus to 1 second (was 0.75 seconds). Added effect: Increases Rushing speed by 10%
    • Add-on – Summoning Stone: Increased pallet blocking range to 16 meters (was 12 meters). Increased pallet blocking duration to 15 seconds (was 6 seconds)

    The Oni

    Add-on – Scalped Topknot: Reduced Demon Dash activation reduction to 0.5 seconds (was 1 second)

    The Trickster

    Add-on – Ji-Woon’s Autograph: Decreased the reduction of blades required to 1 (was 2)

    These are the newest reworks and added things to the game I looked through them and removed ones that were reworks or a change of rarity. And found 7 things they changed that were not in favor of the killers.

    Also it should be mentioned that not a single survivor got buffed! Some of the names of the items perks ect have been changed but not a single buff! I don't play as survivor alot but as a killer main I can nearly always get a 4k without camping tunneling or needing of underhanded tactics. It's sad af to see all those buffs given to killers and they are still so bad at the game they have to come here and complain or camp and tunnel... These are not nerfs!

    survivors have perks, which a lot got buffed with only a few killer perks being buffed. survivors don't even need a buff AS IS!.


    Also the only nerf slinger got was his chain escape animation, aim in and aim out. also terror radius, everything else was a buff. and to be honest, they buffed weak killers, and they nerfed wraith spirit and deathslinger. buffed plague and trapper, this was needed survivor buffs were not needed, plus, built to last is now disgustingly op, vigil is good, babysitter and BT is good if u don't want your team to get tunnelled. and many other things. please think before you speak

  • @Peanits said:

    The team is currently investigating an issue which is causing extraordinarily long / infinite loading screens. Since this bug happens sporadically, we would greatly appreciate any info that you could provide that may aid us in our investigation. We’re on the lookout for any trends that may contribute to this bug happening.

    If you have had an infinite or exceptionally long loading screen, we would appreciate if you could let us know the following:

    • When the issue occurred (loading into a lobby, loading into a match, etc.)
    • How the loading was initiated (e.g. accepting an invite, matchmaking, etc.)

    If necessary, a member of the development team may reach out privately to request a log.

    EDITING TO ADD - Can you advise if you are playing with Cross Platform on or off. Thank you.

    Thank you for your assistance!

    i find it happens with shadow step as well as Circle of healing, but thats just me

  • @Nayru said:

    his [eep]ing tier up sounds are the loudest god damn things in this game, why are they SO LOUD

    a nemesis just won a game because he randomly jumpscare tier 3'd off a zombie and got me to miss a skillcheck on the last gen that was almost done which told him exactly where to go

    so well played but [eep] off with that [eep]ing sound you [eep]ers why the [eep] is it 100 decibels [eep] sake

    HAHAHAHAHA. THIS IS HILARIOUS ONG. U WANT HIS AUDIO CUES NERFED CUZ IT MADE U MESS UP? ok but seriously. thats a you probllem, turn your volume down if u dont like it

  • @drpynz said:

    are going to be META for killer. I main killer but today I was checking out the 1 boon totem that is available and found that if 3 or more people have the perk, a survivor can pretty much get to any part of the map without leaving any tracks, especially some of the smaller maps.

    What this means IMO is killers will tunnel a kill or two and bring in NOED because there are going to be totems left at the end of the match. No way out, Bitter Murmer, Devour and NOED. maybe throw in Remember for ... who knows what but maybe. I really suck at survivor and was able to get out almost every game and had a few killers DC which I don't normally see when I play survivor.

    The game seems to be strangely survivor biased. Not sure if I am killer biased but it's definitely starting to feel that way. When the healing totem comes in..... lol....going to be really interesting. I have to admit, it's fun playing survivor when you don't have to worry about scratch marks.

    top 10 reasons why there should only be 1 boon at a time

  • @Alec_Morgenstern said:

    If you are hooked whilst the last generator pops. Your Adrenaline does not activate at all.

    rip, needs to be fixed.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582878#Comment_2582878

    EGC was created to stop hatch standoffs and taking the game hostage - it puts in a timer to have the game come to an end at a reasonable time instead of the hour+ it took before when one of these would occur. It was not created as a killer tool to help them get kills they couldn't get during the rest of the match even though that is a benefit and has made EGC killer sided. If a survivor is in need of help and the others 99% the doors it is so they can make a move to help that survivor the game is not being held hostage. EGC is working as intended, there is no exploit.

    i think it should be seen as a tool to put them under pressure and makes for more enjoyable games as survivor, hence even if a swf tells me to 99 i will open for a good time. its just boring, and is imo, an exploit. and the game still stalls out and i feel if this gets changed the EGC will be perfect for punishing survivors for not makign a decision

  • @Exult said:

    It's a crutch, it's an easy win for the killer, why can't we change it so that you have to work at least a little bit for your meal?

    its a bad hex perk. and devour outclasses it. and one of the only hex's if not the only he that can be de-activated before activation. its completely fine as is.

  • @Exult said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582908#Comment_2582908

    I think it's completely fair that survivors prepare themselves and use their health states. They are playing efficiently, and should be rewarded as such. I understand in that sort of situation it's hard to get your win back but sometimes you just lose. People take hits all the time. I think the root of the issue you're having is not in the gate switches but in something else. Survivors have to be in the position to sit there long enough to get the gate open in the first place. If you're out chasing a survivor when the gens pop and someone is on the gates already, well that's the nature of a 1v4 game. They have the advantage to be in more than one place at any time.

    It's simply a matter of planning ahead. The EGC kills survivors once it reaches zero, so it's only a threat to them. I think they have the freedom to avoid it for as long as possible. One last thing I'd say is that by that point, if the gate is 99'd, they were already going to escape and weren't pressured enough at that point to begin with.

    there's many factors that aren't involving the gates, and if they have a 4 man escape doesn't mean your playing inefficiently. and yes the EGC kills survivors, so they just 99 and COMPLETELY Dodge that? does that seem fair to you? they have the freedom to avoid it but they shouldn't just have it being boring adn 1 click it opens you escape you should have to get the 10% done to escape. idc what anyone says

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582966#Comment_2582966

    this doesn’t seem right for me, honestly. Imagine only one survivor is left and the gate still regresses. No way.

    maybe that can be tweaked but I'm looking at it as a whole not in a situation where 1 guy is left. maybe it can be 80% done and can only regress to 80% for 4 survivors with 5% increase to the regression end point. so 95% when there's one survivor. or when there's 1 survivor it invalidates this. I don't mind

  • @ElusivePukka said:

    Continuing to type "this voids EGC" won't make it true, kiddo

    1. it does
    2. it may not, but it should not exist.
    3. anything else?
  • i have said this many times. your not gonna take your focus off survivors for them to get unhooks heals, or just end chases etc to do that. it also pretty much helps survivors lol

  • @MrCalac123 said:

    Killer I run Corrupt, Deadlock, Enduring and Agitation (or BBQ for BP)

    Survivor I run a little bit of everything, I refuse to use Dead Hard though.

    killer build is gen control and disturbance, enduring seem pretty good and agitation is alright if you wanna guarantee the hook.

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