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Shymare_11

Shymare_11

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Shymare_11
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  • @TheWarNung said:

    https://forum.deadbydaylight.com/en/discussion/202822/doctor-s-madness-effect

    This OP seems new to the game. No offense, friend. We all have to start somewhere. Before his rework a year ago, Snapping Out of It only dropped you to Tier II madness, and Doctor's afflictions started affecting you at Tier 1. So once you hit Tier II madness for the first time you were stuck there forever.

    After his rework it's the opposite: you can Snap Out of It down to Tier I and his addons only start afflicting you at Tier II.

    Learn to love the madness. It adds some unique elements into a match and actually makes skill checks interesting rather than rote. I wish more killers had unique powers like this.

    I wish I saw it your way but we just have different view points of fun or what’s interesting. That’s fine but I know that the skill checks madness gives are some things I’ll never love. Also yeah I am kinda new and started back in August during quarantine, lol. I don’t take offense, I just wish to have a moment of no madness so I have a chance with skill checks.

  • Thanks! I’m not sure if I was blind, dumb, or both! This is great!

  • On my Xbox with ultimate, it says I only get a discount. Is on a different console?

  • Theme: Alchemist

    •Unequal Exchange: Even with your lesser knowledge, you can make it work.

    +If you are being healed or healing and the action is interrupted or ends prematurely while in the killer’s terror radius, the person being healed is given the endurance status effect for 7/9/11 seconds. This perk does not activate if you are dying or the person being healed is dying.

    •Alchemical Brews: The last of your mixes saved for the most crucial moment.

    +When a survivor is hooked, all survivors (including yourself) within a 8/9/10 meter radius is given a random positive status effect for 60 seconds.

    •Iron Flesh: A freak accident that left your skin quite resilient and tough.

    +When the killer hits you, the cool down for the attack is increased by 20/25/30%. You cannot bleed while injured and are immune to the hemorrhage status effect.

  • @RoboMojo said:

    I like your idea but I’m not necessarily sure if it would make for fun gameplay. Based on the way you described it, it would be a hide and seek type of mode? That seems interesting but the issue is that survivors would probably just all play claudette with dark clothing and hide to the point where games could be 30+ mins. I would probably try this out a few times and then immediately go back to normal old dbd. If your intentions behind this idea is different to hide and seek then I’d appreciate it if you clarified what you want this mode to be about. I for one have thought up a similar idea somewhat, except there would be 4 killers, 8+ survivors and the mode would be all about incentivising chases. I didn’t think about the idea of having multiple interconnected maps though. I really like that idea as it’s pretty unique.

    Wait just make it that the killers have keys that will drop (one at a time) if they are stunned a certain number of times. It will allow one survivor to escape through the many hatches around and can be stolen by the killers, killer must down to get the key and hook the survivor to get sacrifice points. The survivors objective is get into a chase and get a key, help other survivors get keys, locate hatches, and escape without dying. The survivors get more points if more people escape and the killers gets more points for sacrifices. To prevent mass exodus, make that one hatch for one survivor or a specific key goes to a specific hatch (it’s will be shown when nearby it). Killers can be provided portals and various traps outside their original power that can slow down survivors, force them to lose their keys, or force them out so that they cannot save or help others. Plus to prevent people from hoarding keys, the aura of dropped keys are shown to the killer to pick up and a survivor can only hold one key. Survivors can also do the same stuff and regular matches: heal, unhook, cleanse, unlock chests, interact with killer belongings, and “loop”. This likely too much though.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714779#Comment_1714779

    Right!

    This is me saving my entire team from several hex totems, thanks to "Small Game":

    https://us.v-cdn.net/6030815/uploads/VZGS24Z53GU1/01.jpg

    https://us.v-cdn.net/6030815/uploads/3RCZ8UQLYFBE/02.jpg

    https://us.v-cdn.net/6030815/uploads/MEZK3U0ZQKLF/03.jpg

    https://us.v-cdn.net/6030815/uploads/3EN6WJ49PLR4/04.jpg

    This me getting the most points in a match without hex totems involved, thanks to "Small game" (even surpassing others players with offerings)

    https://us.v-cdn.net/6030815/uploads/4SZ3MBAD0QW0/06.jpg

    https://us.v-cdn.net/6030815/uploads/6HGE58FX8KRM/07.jpg

    https://us.v-cdn.net/6030815/uploads/3DMMFWGS95Y9/08.jpg

    https://us.v-cdn.net/6030815/uploads/76RFDHTEHTTY/05.jpg

    And this is me surviving a match with "Small Game" while DS users died:

    https://us.v-cdn.net/6030815/uploads/EQ9OG7RI2WF1/09.jpg

    https://us.v-cdn.net/6030815/uploads/ZSZC84YJZHA4/10.jpg

    So all in all, I would dare to say that I saved more lives (and obtained more points) with SG being a "waste" than you with your "Versatile" DS

    I’m not going to argue over personal experience along with varying information in each screenshot. This evidence doesn’t account for killer types, play styles, player skill, overall teamwork, maps, stuff both sides brought, and how each variable would interact with each other. I’m not saying your experience is invalid, it is just unreliable with no control comparison nor representative of the many probable times small game didn’t help you. You showed 6 of likely the hundreds of games you’be played. Assuming that you don’t escape and get the highest blood points on every match (or a majority). Thanks for you input though! It was very informative! :)

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714797#Comment_1714797

    To be fair, people were also way more chill back then. Sure, there was a lot of eye-watering stuff, but for all the potential knives in the gut no-one really jammed them in and twisted for full effect like they do now.

    I guess. From what I’ve seen, I’m basically playing the original’s distant cousin. I wonder how I’d fare in the old versions. Probably horribly....

  • @Exerlin said:

    DS was initially useable by every survivor when they were first picked up. It was later nerfed so that only the obsession can use it that way while non-obsessions needed to reach 33% wiggle to free themselves. Then it got reworked into its current (and more powerful, imo) form.

    You used to be able to sabotage trapper's bear traps permanently. Sabo all of his traps, and he was trapless the rest of the game.

    Mettle of Man activated after 3 basic attacks on its release. This made it incredibly powerful against killer like Wraith and Hag, but nearly useless against killers like Huntress that often didn't M1 survivors.

    We'll Make It used to give you a speed bonus when healing yourself. It was possible to heal yourself faster than the killer could hit you.

    Sprint Burst and Balanced Landing used to be on separate 40 second cooldowns.

    Nurse used to move at normal killer speed and have 3 base blinks.

    Survivors used to vault incredibly fast and medium vaults weren't a thing.

    Huntress didn't lose Play With Your Food stacks when tossing hatchets for a moment.

    Myers could stalk multiple survivors at a time.

    Good skill checks used to give you bonus progression.

    Brand New Parts would instantly complete a generator, regardless of its current progression. 4 survivors each with a BNP would only have to work on 1 generator.

    A very rare and ultra rare addon for medkits used to instantly heal a survivor. The ultra rare one would heal two health states.

    Borrowed Time used to proc only once per match, but protected both the unhooker and the unhooked. Getting hit under its effect caused the survivor to start "bleeding out", and after 30 seconds, they would be put back in the dying state. Only healing would pause the timer, and being healed would simply put you into the normal injured state.

    Dead Hard used to have no special animation. It just looked like the survivor was lagging.

    If you want to see more weird, old features, look up some of these things: Pallet vacuum, dribbling, and insta-blinds

    Also Thanks <3

  • @Exerlin said:

    DS was initially useable by every survivor when they were first picked up. It was later nerfed so that only the obsession can use it that way while non-obsessions needed to reach 33% wiggle to free themselves. Then it got reworked into its current (and more powerful, imo) form.

    You used to be able to sabotage trapper's bear traps permanently. Sabo all of his traps, and he was trapless the rest of the game.

    Mettle of Man activated after 3 basic attacks on its release. This made it incredibly powerful against killer like Wraith and Hag, but nearly useless against killers like Huntress that often didn't M1 survivors.

    We'll Make It used to give you a speed bonus when healing yourself. It was possible to heal yourself faster than the killer could hit you.

    Sprint Burst and Balanced Landing used to be on separate 40 second cooldowns.

    Nurse used to move at normal killer speed and have 3 base blinks.

    Survivors used to vault incredibly fast and medium vaults weren't a thing.

    Huntress didn't lose Play With Your Food stacks when tossing hatchets for a moment.

    Myers could stalk multiple survivors at a time.

    Good skill checks used to give you bonus progression.

    Brand New Parts would instantly complete a generator, regardless of its current progression. 4 survivors each with a BNP would only have to work on 1 generator.

    A very rare and ultra rare addon for medkits used to instantly heal a survivor. The ultra rare one would heal two health states.

    Borrowed Time used to proc only once per match, but protected both the unhooker and the unhooked. Getting hit under its effect caused the survivor to start "bleeding out", and after 30 seconds, they would be put back in the dying state. Only healing would pause the timer, and being healed would simply put you into the normal injured state.

    Dead Hard used to have no special animation. It just looked like the survivor was lagging.

    If you want to see more weird, old features, look up some of these things: Pallet vacuum, dribbling, and insta-blinds

    Holy Jesus! I have no words. Honestly, on either side I’d cry. Thank god I wasn’t around for that 😌

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/201953/i-have-a-confession-to-make

    Dang!

    If only there where a perk in the game that could warn you about all 3 different kinds of traps existing if one of them where in front of you, and that were useful for totems and freddy's fake pallets too!

    https://us.v-cdn.net/6030815/uploads/5UYY2NDHW9UZ/20191128183736-1.jpg

    ...

    https://us.v-cdn.net/6030815/uploads/63RIX1UN7R1Z/clipboardfinal.jpg

    But since there are none, and even if there were one, it woud be a waste of a slot since "Not all the killers use traps", survivors have to keep sticking to that "One single use in the entire match" Decisive Strike

    Well as you said small game is situational, while decisive strike is one use. However, decisive is useful in almost every situation and can be used even at end game. Small game is useful for two things: traps and totems. Traps depend on the killer and totems also depend on the killer, since totems are useless if the killer doesn’t use a hex perk. If you really want to find totems just use detective’s hunch or a map both of which can be more useful and versatile. The point is, it’s unpopular and a waste because there are better alternatives.

  • Also since the killer has access to this offering as well, they can almost guarantee a 4K if three are sacrificed and the last one is looking for hatch or if a team DCs/Suicides for the last one to get hatch. Idk tho just a thought.

  • Theme: Royalty/Nobility

    •Coup: You will bring change to this land.

    +Whenever an object within a 20 meter radius is blocked by the entity, this perk gains a token. When this perk reaches 6/5/4 tokens, this perk actives. For 60 seconds, you are unaffected by the entity blocking objects and can act as if it were not there. The aura of blocked objects are revealed to you.

    -“Omnipotence does not stop me from getting what I want!”

    •Finery: You know only the best and highest quality treatment, even if it is in this death game.

    +When using an item of at least ultra rare/very rare/rare rarity or above, your item efficiency and action speed for said item is increased by 30%. When using an item below that rarity, your item efficiency and action speed for said item is decreased by 20%.

    -“What is this? Only commoners use such barbaric utilities!”

    •Royal Grandeur: Everything must be done to the upmost care. Even lowly and menial tasks.

    +After completing a skillful or lengthy action, you receive a 7% haste effect for 20/30/40 seconds.

    -“It really was nothing much. Only what I’m naturally capable of doing.”

  • Theme: Musician

    •Acoustics: The world resonates with their screams of pain, you can use that to your advantage.

    +When a survivor is hooked, the aura of all survivors hidden in lockers are revealed. For each hooked survivor, you gain a 15% attack cool down and fatigue duration reduction.

    •Encore: Even without an appreciative audience, you still give them another show.

    +After putting a survivor into the dying health, all survivors within your terror radius are exposed for 10/15/20 seconds or another survivor is put into the dying health state. This perk will not activate for exposed attacks.

    •Broken Bones: Even if they steel themselves for you, they won’t be fully prepared.

    +When a survivor has the endurance status effect and they take a protection hit while you are in a chase with another survivor, the effect is ignored and the survivor with the effect is put into the dying health state.

  • Theme: Jester/Self-Destuctive

    •Made a Fool: Will it be you or them?

    +When you enter a chase, the killer is blinded when line of sight of you is broken. After leaving a chase, the killer left enraged for 60/45/30 seconds.

    -“Well isn’t that unfortunate...”

    •Jingle Jangle: You’re both annoying and noticeable, that definitely won’t come back to bite you.

    +When running, you’re breathing and grunts are 50% louder. If the killer is within a 10/12/14 meter radius while you are running, they are unable to hear anything else besides your sounds.

    -“The tunnel vision is far to much.”

    •Tactical Suicide: Strangely, while you’re threatened with death, the beasts seem weakened or tired. You must of did a number beforehand.

    +While you are hooked, the killer is blinded and hinder by 7%. If you are sacrificed, the effect persists for 30/35/40 seconds. When you are killed via another method, gain an additional 50% bloodpoints of all categories.

    -“My death will only hinder you, there isn’t room for two beasts here.”

  • Honestly, I didn’t think about that.... I guess I don’t have a reason to use them anymore. From what I’ve seen it’s just better to play a BP offering instead. Welp time to just hoard them.

  • Theme: Gardener/Druid/Wild Beast

    •Gardens of Eve: Nature coos and writhes in your embrace, remembering its mother and master.

    +When you attack a survivor, they are given a random negative status effect for 5/10/15 seconds. After hooking a survivor, any other survivor that is within a 10 meter radius is exposed; it will persist for 5 seconds after they leave the area.

    -“The oils are not chosen by logic, but fate has a twisted sense of humor, nevertheless.”

    •Nature’s Call:

    +When a survivor is hooked, all other survivors are blinded and oblivious for 30/45/60 seconds. If the survivor is unhooked before this effect is over, you gain a 5% haste effect until you put another survivor into the dying health state.

    -“The roars of all creatures deafen those who are prey, and the hunt should never be interrupted.”

    •Sore Joints: When you are in a chase, all other survivors outside this chase receive a 8/9/10% hindered effect for the duration of the chase or if they enter a chase with you. Any survivor you hit is exhausted for 20 seconds.

    -“The dread of what might sneak up on you is only tiring you out, come close and submit.”

  • •Fake Out: After a few hits, you’re sure that they will be a little confused. Surely, something you can take advantage of.

    +After stunning the killer 4/3/2 times, this perk actives. When the killer approaches a hook (4 meter radius), you will be given a tremendously difficult skill check. If succeeded, the killer is stunned for 5 seconds and you are freed. If failed, this perk deactivates until the conditions are met again.

    -“That must have given them a concussion of some sort! Come at me again!”

    •Undeterred: With each obstacle, you grow stronger and learn to use it for your own benefit.

    +When exposed by any source, this perk gains a token. For each token, you gain 5/6/7% increase to repair speed.

    -“It’s only a temporary setback!”

    •Judgement: The world has its eyes on you and a moment of weakness will not stop you.

    +When exposed by any source, this perk gains a token. When hooked, all tokens are consumed and the sacrificed process is halted for 5 seconds per token consumed. If you are unhooked while this perk is still in effect, you retain 1/2/3 token(s).

    -“I feel it, but I refuse to stop now.”

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1707947#Comment_1707947

    Incorrect, if they would just make it where during the 3rd stage you don't have to spam an input then it would solve two issues at once.

    Where sure, the survivor can still get themselves to 3rd hook and then get killed on last hook, but it would stop them from insantly dying and it would be alot more drawn out then just dying allowing for teammates to have more time then what would of been even if it was only 10 seconds.

    It would as well solve the annoying issue of having to spam an input on the hook, as I hate doing that, you might hate doing that, and most people I know hate doing that.

    I do hate that spamming. I swear it’s going to give me carpal tunnel and every time I get a cramp or something. Not fun. Anyways, even with such a change it will likely just prolong the game for the suicider and unenjoyable for the others. I’ve played games where saving the person trying to suicide leads to them sand bagging and ruining the fun until they are ultimately sacrificed. It’s not worth it in those cases. However, that change would definitely decrease hook suicides.

  • There’s many reasons, however the most common ones are:

    •Doesn’t like the killer/how the killer “plays”

    •Doesn’t like the map

    •Doesn’t like their teammates

    and the list continues from there.

    There is really no way to force someone to play something they do not wish to. Well, no way to do it without harming either side of a match (killer and survivors) in some shape or form. Whether the reason, there is no viable options to fix this that caters to both sides.

  • @Xbob42 said:

    The tiers are basically only there to make you grind longer. They're terrible. Frankly you shouldn't need to level at all to get perks. Once you unlock a teachable, it should just straight up be available on all your other characters.

    They could still have you do plenty of bloodweb grinding without making the perk system a busted, messy joke. I don't see why we need grinding in a horror-themed game like DBD to begin with, but BHVR seems 12,000% onboard for whatever new ######### trend is going around to maximize player retention at the cost of playability or enjoyment, so don't expect any changes.

    Now please log in for your daily free to play mobile game bonuses disguised as a Halloween event on a horror game.

    Fair enough. I also think that there shouldn’t be perk levels. Especially, if at one point there might be 75+ perks in the game while your level cap is 50, meaning spending time at level 50 just refreshing it over and over to get what you want. Honestly, that’s how it is now too.

  • I think it could be this:

    •Object of Obsession: When you are in a chase, the aura of the killer is revealed to all survivors for 3 (maybe 5 instead) seconds. In which, your aura is revealed to the killer for 6/5/4 seconds. This perk has a 60 second cool down that counts after leaving and staying out of a chase.

    Idk very useful for solo but less powerful and keeps the danger. In swf, it is basically useless.

  • Theme: Carpenter

    •Wood Work: When in or near an applicable opening, you have the option to erect a wooden barrier that will block off the opening they are place at. This action will take 8 seconds to complete and will force the killer to spend 3/4/5 seconds if they wish to break these obstacles. Their aura are shown to all survivors and any survivor is able to remove these barriers in only 1 second. This perk has a 60 second cool down.

    •Skillful Carving: When near a breakable wall or a wooden barrier at a doorway/applicable opening, you are able to spend 4 seconds make a temporary vault point. The aura of these vaults are revealed to all survivors. However, this (50/30/10%) considerably/ moderately/slightly decrease the amount of time required to break them. This perk has a 30 second cool down.

    •Dexterous: When performing a skilled action (repairing, healing, etc), Skill check success zones are increased 40%. After achieving a good skill check, for your next skill check, the great skill check zone is increased by 10/20/30%.

  • Theme: Preacher

    •Revelation: When a survivor can be killed by the killer, from any source (perks, addons, and offerings), you can see their aura. When you take a protection hit for anyone highlighted by this perk, both of your movement speed are increased to 150% for 8/9/10 seconds. This effect will not apply if you are put into the dying health state.

    •Masse: When in the presence (30 meter radius) of at least 2/2/1 survivor(s) that are injured, your healing and unhooking speed are increased by 100%. When under the effect of Masse, your aura is revealed to everyone including the killer when within a 50/40/30 meter radius.

    •Self-Righteous: While all survivors alive (including yourself) are healthy, all of your action speeds are increased by 25/30/35%. If any survivor injured, dying, or hooked, you are undetectable and lose any bonus from this perk to action speeds.

  • Puzzler: When running, your scratch marks are moderately/considerably/dramatically (30/40/50%) more spread out. Your scratch marks and blood trail is moderately (75%) less noticeable.

    Battle-Broken: After escaping a chase while injured, you are broken for 60/45/30 seconds. However, for 120 seconds, you are undetectable and produce no sound. While healthy, you breathe 25% louder.

    In Distress: When you or another survivor is hooked, all survivors receive a 15/20/25% increase to healing and the unhooking speeds. You gain an additional 25% increase to healing speed when another survivor is hooked. The effect of In Distress does not stack.

  • Theme: Dissociative Identity Disorder

    Killer=

    Remorse: Every 20/15/10 seconds spent of out of chase, this perk gains a token up to a maximum of 6 tokens. For each token gain a 10% movement speed increase. When entering a chase, lose all tokens. If a survivor is sacrificed, this perk goes into a cool down period of 25 seconds; in which, tokens cannot be gathered and movement speed is reset to normal.

    Aggression: For each survivor still alive, gain a 25% decrease to the cool down of missed attacks. When entering a chase, the aura of all other survivors outside a 45/30/25 meter radius are revealed to you.

    Relish: When a survivor takes a protection hit for another survivor, your attack cool down is removed for an additional attack. Gain 15/20/25% more blood points for the brutality category.

    Survivor=

    Attached: When there is an obsession that is not you, this perk activates. As long as the obsession is alive, gain a 8% movement speed increase. If the obsession is in a chase, you are able to see the aura of the killer. This effect will persist for 3/4/5 seconds after the chase has ended.

    Confrontational: After lasting in a chase for 50/40/30 seconds, this perk activates. When you are picked up start with wiggle progress set to 50%. If you are pulled off an action, you automatically begin wiggling at 33% progress.

    Excited: For each generator completed, increase the size of success zones by 10% and great zones by 20%. After a generator is completed, receive a 25% action speed increase towards repairing, healing, sabotaging, unhooking, searching, unlocking, and opening exit gates for 6/8/10 seconds.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/199318/fix-adept-system-requirements

    I had to try a good few times for adept Plague; Blight was easy since he's a strong killer, Undying gives good information and he's a point hogging killer.

    That said, having to Merciless when survivors only need to escape...Nah, not a good system.

    Yeah maybe it the killer should need to only get 4-6 hooks to get adept since a 2k or some configuration of 6 hooks spread amongst 4 survivors is what a killer should get per match. If they were to make you go above that no more than 9 hooks. Ideally, a 3K and it is more conceivable than double pipping.

  • I agree that a half an hour match should not occur, punishing everyone shouldn’t be the case. I think instead, at the start of a match, a timer is set for 31 minutes (additional minute is to compensate for the 10-20 second period of looking around for each player). After the timer has ran out, the end game collapses occurs and the exit gates are powered. One, both parties get to keep their blood points, and two the survivors get a chance to escape while the killer has a chance to kill them all since all they need to do is patrol gates instead of seven generators that were left untouched. Neither side is penalized and can move on to a hopeful better game but also have the number of blood points possible drastically decreased.

  • Thanks! There could possibly be more for other killers too, but those are a start.

  • Theme: Ballerina

    •1st Position: This perk has 15/20/25 charges. When you start running, at the cost of one charge per second, your movement speed is increased by 10%. Charges can only be refilled by standing still (1 charge per 7 seconds without moving), with no charges your running movement speed is decreased by 5% and your breathing is 25% louder.

    •Prima Donna: While rush vaulting or falling, you have a short period of invincibility, and 60 seconds of a 7% haste effect. After, you are exhausted for 60/50/40 seconds. You do not receive a haste effect while exhausted.

    •Pirouette: When the killer near misses you with their attack, this perk gains a token (to a maximum of 5 tokens). When 5 tokens are reached, you can press the active ability button and stun the killer if they are within a 3/4/5 meter radius of you. This perk loses all its tokens if you are hooked, if it has not reached its maximum yet. (i.e. If you have less than 5 stacks when hooked, you lose it all.)

  • @Tsair said:

    Rank 1 Nurse main here, and I'll just say it's very worth it. It feels -very- good to trounce people as Nurse, but you will get a lot of salt when you do get good. My best recommendation is, while you're learning, never try to anticipate. Anticipating with Nurse is what will get you losses when you don't know when to risk it. Never blink after someone unless you have two charges. If you don't need to blink to hit them, I.E, they ran into a corner, then don't. Save your blink for the follow up. That being said, don't be afraid to use your blinks. Never walk after someone for more than ten seconds. Lastly, keep track of whenever someone uses dead hard, and try to force it out before your second blink.

    The biggest key to learning nurse... Don't be afraid to miss blinks. Lose matches because of missed blinks. Get your blinks closer every time. Eventually you'll get the hits. Even when you're a top tier nurse, you will likely need a warmup match or two every day, and if you get a 4 stack during those two... It's gonna be rough. Still, keep at it, and best of luck to you!

    This very helpful. I will be interested to see the first salt comment I get once I reach some sort of decency with Nurse. Thank you and I do agree with my limited experience that all the work I put in so far has been worth it. Thank you!

  • @Sonzaishinai said:

    First step, lower your expectations. Nurse is not really the SSSS+ tier people make her out to be. If you hope to effortlessly mow down experienced survivors then you're setting yourself up for dissapointment unless you plan to start plating for a living.

    Second step: play,play,play. Practise makes perfect. Try and get a lot of aura perks at first to get the sneaky hits in.

    Try to be patient. Don't instantly use your secons blink but take a second to look what the survivor is doing.

    I see, thank you. Despite how difficult it is, I actually enjoy playing Nurse. I usually am the type of person who went through gifted child syndrome and learned that if I’m bad at something I will never get better and should just give up, but for Nurse I don’t feel that way. Maybe it’s the beginner’s conviction or something but I want to get better and I like that. Once again, thank you for your advice!

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/198991/so-i-want-to-suffer-and-be-bullied-nurse

    Only way to do it is to effing do it. She's a killer that takes tons of practice. Shadowborn and plaid flannel will help early. Another thing is to expect a lot of bugs and not get tilted by them.

    I can play her at a rank 7 level, but I just dont enjoy her.

    I just got off the flannel to practice memory and I don’t have shadow born on my Nurse. Plus I heard if you use shadow born too much, you’ll grow reliant on it to do well and will need to rebuild your skills to accommodate the change of you do ever want to switch it out. If I’m wrong then please correct me.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690620#Comment_1690620

    Dude I respect anyone who can handle the torture. Although it gets worse at red ranks and makes you feel even worse but still

    Thank you, I’ll keep that in mind and keep perservering!

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690606#Comment_1690606

    Okay thank you.

    Also @Shymare_11 one more thing! If you get Midwich trying to learn her then I wish you luck. That map is amazing once you've got her basics covered but really good luck learning her then. One tip I have though is that from the middle courtyard one füllt charged blink takes you anywhere on the map, and you can get back to the middle from anywhere, except that one corridor that's a deadzone.

    My first 4K was on Midwich Actually. Idk how or why but I accepted the fact it happened. It hasn’t happen there since. I honestly hate any map that has more than one floor (except basement).

  • @nursewannabe said:

    A well timed dead hard is your greatest enemy

    And dead zones

    I’ve experienced it, first hand. The pain and torture is immense.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/198991/so-i-want-to-suffer-and-be-bullied-nurse

    You're low experience as killer in general is holding you back. I never practice nurse that long and I could do mediocre with her. I'm not even ok with her I dont think. But you put weeks in so now keep it up and you'll get great

    Yeah that would make sense. Thanks for the advice and encouragement. I hope so too.

  • @Kumnut768 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690588#Comment_1690588

    yea this, you gotta be prepared to suffer a lot if you want to get good, i was lucky enough to learn nurse way back in like 2017 when the average survivor was actually pretty bad looping wise

    I literally started playing DBD in August of 2020. I don’t know what I’m doing here.

  • @Cutiaddu said:

    I can give you a top tier suffering build!

    Bamboozle,brutal strenght,stbfl,beast of prey.

    If you manage to win a single match with this build, you'll be my only and one god

    You wish me to perish? You desire to see me cry? I will, one day, put on that perk build and record it if I truely become a high-tier Nurse main. In that moment, I will remember you.

  • @GoodBoyKaru said:

    Okay this is going to sound cliche as ######### but there are honestly two ways to get good as nurse.

    Watch lots of gameplay. I mean LOTS. Eventually you start picking up blink distancing vs charge time, how long you can hold your chain blink, etc etc just by watching. This isn't how you properly learn her and get good as her but it can really give you a massive head start (I suggest Ardetha).

    And the other? Just play her. Everything in her kit is about muscle memory, knowing where you can and can't blink from where. It's honestly just a case of practicing. That's it. That's how you get good as her.

    It took me 2 and a half years of watching gameplay before I attempted to play as her. Finally I put like 60 hours a week into playing nothing but her, and after 2 or 3 weeks of learning I finally got to where I am today. I'd call myself above average.

    Good luck man. She's the hardest killer in the game to learn and NONE of her skills are transferrable to other killers so it'll be a pain trying to learn someone else too but, good luck.

    This bring me great fear. The thought of the long road ahead of you fills you with determination...

    But in all honesty, thanks. I just discovered that blinking and hitting added to my fatigue.... yeah, I’m that new. All of my games right now are either 4Ks cuz I get luck and the survivor team are potatoes or 0k cuz I can’t get my distances right and blink into the basement or smth. I believe that one day, if some divine deity decides to bless me with skill, I can get kills based off my skill instead of luck.

  • Theme: Undertaker (survivor and killer)

    +Killer=

    •Mortician: For each survivor killed, gain a 3% movement speed and 5% vaulting speed increase. After killing a survivor, gain a 30% increase to breaking or damaging for 20/30/40 seconds; If they were killed by a mori, gain an additional 15% increase to recovery speed from missed attacks for that duration.

    •Botched Autopsy: When a survivor is put into the dying health state by your melee attack, they are broken for 90/120/150 seconds and when put on the hook, while still broken, are left broken until they unhook another survivor.

    •Dire Circumstances: Unlocks your aura reading abilities. When 5/4/3 generators are completed, you are able to see the auras of all healthy survivors and you gain the undetectable status effect until the exit gates are opened.

    +Survivor=

    •Morbid Curiosity: When a survivor is dying, hooked, or dead, you can see the killer’s aura within a 33/44/55 meter radius. If you are the last survivor remaining, you are undetectable and your sounds are decreased by 100%.

    •Surgical Precision: When healing a dying survivor, all skill checks will count as great skill checks. Failing a healing skill check has a 100% chance of not alerting the killer, instead lose an additional 3/2/1% progress.

    •Preserve: When effected by the deep wound status effect, you no longer need to mend. Instead, after entering and remaining in a locker for at least 5 seconds, you instantly put into the injured health state. Healing progress is not lost when being injured, 80/90/100% is transferred after being damaged. (i.e. If you are injured and beal yourself to 80%, When you are downed, your recovery progress is set at 80% or when your are inflicted with the deep wound status effect, the mending progress is set to 80%).

  • •Knuckle Cracker: After hitting a survivor, the survivor will be unable to use items for 60/80/100 seconds. If they drop or are not holding an item, they are are unable to pick one up. This effect is immediately removed after being put into the dying health state or being hooked.

    •Green Thumb: Unlocks your aura reading abilities. Any survivor in or touching foliage at least 7/9/11 meters away, are revealed to you.

    •Ultimatum: When the exit gates are powered, the aura of any survivor within a 15 meter radius of a gate switch are revealed to you. When a gate is opened, the other gate is permanently locked. If a survivor were to attempt to open it, the other gate will be closed for 30/45/60 seconds.

  • @timbologna said:

    Keys are? Had a 3 and 4 escape today with a gen left

    That’s usually why killers bring moris or disconnect too. Fighting broken item with broken offering doesn’t help those who are victim to them (ie. The solos who the key holders usually don’t care about or the killer that decide to play fair and can’t perform as well to prevent the key escape.). It sucks to be the butt end of either but your whataboutism ruins discussions of this specific topic. Make your own discussion and talk about it there, and yes. I would be saying the same thing in your discussion if someone used whataboutism as well.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688831#Comment_1688831

    That would add more depth to the characters and give an excuse to play different characters.

    Yep. I am literally willing to sign a petition for this :)

  • Imagine the personality this can add to survivors tho. Assuming it isn’t text and will be said vocally by each survivor with their own voice, it would add more each survivor. If it could vary between survivors it would give them or than looks too. Like I would love to hear someone like Detective Tapp or Bill say “Get your hands off me!” when they’re trying to tell somebody to not heal them. I would definitely have to main the survivor with the best voice lines :)

  • Theme: Show girl (80s?)

    •On Display: When you are in a chase, you do leave scratch marks and your aura is hidden if the killer is within a 11/22/33 meter radius of you.

    •A Little Tease: After stunning or blinding the killer, you leave no scratch marks and instead, they will be left 5/6/7 meters in another direction from your location.

    •Femme Fatale: If you have reached the second stage of sacrifice and you picked up by the killer again, you are given a difficult skill check. If you succeed, you are freed and the killer stunned for 5 seconds. If you fail, the killer gains a notification and the perk remains active for the next time you are picked up.

  • Theme: Escape Artist

    •Daring Escape: While you or another survivor is hooked, all survivors no longer leave scratch marks. If you are in a chase, your scratch marks disappear 1/2/3 seconds faster.

    •Shocking Exit: When the active ability button is pressed, you will drop a smoke bomb. The bomb will deafen the killer for 10 seconds if they are at most 5 meters away. In a 5/7/9 meter radius, the vision of the killer is considerably obscured and survivor vision is only slightly obscured. This perk has a 50 second cool down.

    •Chained: Your max movement speed is decreased to 95% or 3.8 m/s. You can now take three hits without any additional effects or perks before you are put into the dying health state. When you unhook a survivor while injured, the survivor rescued is given a 5/6/7% speed increase for the remainder of the trial; this effect does not stack.

  • This of a jump scare killer:

    •Silent Shroud: Hex= All survivors are deafened and are considerably harder to hear anything. When you are out of a chase, you terror radius is hidden and your red stain is slightly/moderately/considerably harder to see. This effect persists as long as the associated hex totem remains.

    •Foggy Fields: Any survivor in your terror radius is surrounded by a white fog that makes it harder for them to see at further distances. This effect persists for an additional 10/15/20 seconds after they leave your terror radius.

    •Heart Attack: When injuring a healthy survivor with your melee attack, they are given the deep wound status effect. In which, they have 60 seconds to mend. If they receive damage while in the deep wound status effect or the timer runs out, they are immediately put into the dying health state. This perk has a 60/50/40 second cool down.

  • Theme: European Plague Doctor

    •Blood Letting: When healing a survivor, you are able to press the active ability button to activate the effect of this perk. When pressed, the survivor being healed by you will scream (revealing their location for 5 seconds). They will no longer be able to be healed and receive the hemorrhage status effect for 45/35/25 seconds. When the duration is over, the survivor under the effect of Blood Letting will be healed by one health state. Any attack that would put the survivor into the dying health state will instead inflicted the deep wound status effect for 60 seconds and they will not be healed after the duration of hemorrhage has expired. This perk has a 45 second cool down.

    •Fragrant Herb Recipes: Your aura will now be slightly/moderately/considerably (1/3/5 meters) detached from your body. When you are injured, your aura is hidden from all players.

    •Impending Doom: After being put into the dying health state, this perk activates. The next time you are in a chase and the killer attacks you; instead the damage from the attack is ignored, your running movement speed is increased to 150% for 7 seconds, and the aura of all survivors are revealed to you for the rest of the trial. This perk permanently deactivates after use.

  • For a survivor who is a pyromaniac:

    Lost Rites: When a survivor dies, you are able to set a 5/6/7 meter radius on fire in the area in which they died. You and all other survivors are immune to the flames, but if a killer walks through it, they are blinded and hindered (5%). The effect will persist an additional 3 seconds after leaving its range. The fire lasts until the killer hooks another survivor or you are put into the dying health state.

    Burned Bridges: You are able spend 10 seconds to set breakable walls and thrown pallets on fire. This action, when completed, will continually alert the killer. If the killer gets within a 5 meter radius of the burning object and stares at it, they are blinded. The object will burn for 30/45/60 seconds before breaking and can still be broken by the killer (it will however blind them).

    Pyrotechnics: You are guaranteed to obtain a flashlight or a fire cracker during your first search through a chest. Increases flashlight and fire cracker efficiency and blindness duration by 30/35/40%.

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