SirCracken
SirCracken
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3199417#Comment_3199417
Thank you for your service 🙏 You're so much more patient than me.
Quick update: I've encountered one cheater so far. But it was a subtle cheater with slightly increased movement speed. Nothing too amazing in the footage. I will keep looking for more cheaters.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3199417#Comment_3199417
Thank you for your service 🙏 You're so much more patient than me.
👍️
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@OnryosTapeRentals said:
I'd love to do this but I just do not have the time of day to put up with hacking. I'd rather just take the DC penalty and move on.
I'm doing this right now. If I happen to bump into a cheater I will hit record and send a link to the video here!
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Stop Crying
Understand that as bad as you feel at least you aren't ruining peoples games
Get Up
Tombstone Cheater
Profit
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@lauraa said:
I just open incognito browsers and come back later. Jokes on them
Another good thing you can do!
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No horny
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@Carth said:
Def a bug, if you own it at tier 3 the conversion is supposed to be 2k per 100k(which is honestly still pretty bad imo)
I guessed as much. I'll report it now.
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But it's not worth it compared to the other perks in the shrine.
Why does both Discordance and Zanshin Tactics, both of which I have already unlocked at tier 3 on all killers, cost 2K shards but No Mither costs 6K?
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@Bardon said:
Because when you buy it now in the Shrine you get it at Tier 3 for all survivors you own without having to buy it through the bloodweb like you used to? Clearly you previously owned it at Tier 2.
I have it unlocked at tier 3 on every survivor already dude. There's 0 reason why it should be this expensive to buy again for such a small amount of BPs.
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For survivor; Flashbang. Able to single-handedly save you where no other perk can. But has a very high skill ceiling.
For killer; Disillusion. Shuts down safe pallets and forces whoever you hit to run to a different loop.
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UPDATE: After testing Wesker with a friend I think I've managed to figure out why Wesker sometimes lets a survivor go immediately after grabbing them.
My theory is that the game has a "Distance Check" when Wesker gets a grab. And if this distance check detects something in front of Wesker when he gets a grab, even if it's a wall right behind the survivor, the game will cancel the grab. This can be easily repeatable with the fire barrel prop that's present in most Macmillian and Autohaven maps. Have a survivor stand behind the barrel and bound towards them. You will always grab them and then let go.
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@LittleBigSunset said:
https://forum.deadbydaylight.com/en/discussion/comment/3169511#Comment_3169511
I'll be honest given the aggressive and condescending nature of your responses I'm tempted to not respond. But I'll bite anyway because I'm a glutton for punishment.
The nature of pub lobbies is, well, random. Even with the MMR system as is you could get matched with four solo queue dummies who don't know what they're doing or a four man SWF who are really good at chases and coordinating. I imagine that part of getting winstreaks is your matchups being favorable and having as you say 'easy lobbies'. I imagine another part is that those streamers have gotten very very good at their particular killers and so if the survivors slip up they will capitalise on said mistakes enormously and usually end the match rather than allow the survivors a chance of a comeback. They will also know the most efficient strats for killers, map layouts and prioritise keeping 3 gens from the beginning of the match. They would have to sweat their balls off to win 150 games in a row, that seems ridiculous to me, but at the same time I'm not surprised that's it's possible. Especially considering the amount of games where you can have DCs or people giving up to add to that tally. For pre-nerf Legion you would have to play very, very hard to win and play very dirty to pull off that many wins and have to be very experienced and knowledgable at the game to do so. For a winstreak that high anyway.
I don't know for certain what my MMR is (the game never has and probably never will allow you to see your own MMR) but I can infer that I am at high MMR based on the killers I verse. I've versed killer main streamers such as D34D Plays a fair number of times who must have high MMR considering their kill rates. And I see Starstruck Nurses a LOT. In fact the day after Wesker released I was getting more Nurses again than Weskers by a landslide and a lot of them were Starstruck ones who would dominate in their games. So naturally if I'm getting matched with high kill rate killers I'm going to assume I'm at the MMR survivor equivalent to get matched with them to begin with. But there isn't any way for me to know for sure. All I know is that this build is common for Nurses. It certainly gets a lot of attention on the forums.
So in turn the build does have a high pickrate, a pickrate which is exclusive for Nurses and no other killer in the game. Why? Because when the build isn't countered when versing other killers, it still has limited utility. A killer that can see the aura of an exposed survivor still has to catch them. But any other killer in the game would have to close the distance on that survivor, deal with survivor defenses such as pallets, windows, and LOS breakers that can cause them to lose the survivor. The survivor is given time to recognise that they are exposed and either hide or get as much distance from the killer as possible to deincentivise the chase. Nurse doesn't have this problem. When she sees your aura, she has a LOS directly to you and can blink straight to you, regardless of the distance put between her and the survivor or the defenses that survivor has, and one shot you. This is maybe at most ten or so seconds after she puts someone on the hook. And because she gets her power back very quickly she can snowball with this to other nearby exposed survivors. So the only counterplay, unlike every other killer in the game, is to avoid becoming Starstruck altogether, and this is difficult when the Nurse has Agitation and you are unsure of where she is going to hook someone and in turn which area to stay away from to avoid going into her larger TR. Not to mention how on like you say maps like Gideon and Midwich, which the killer can burn and guarantee every time, it is outright impossible to avoid altogether.
And if you happen to go into her TR for even a second, you are exposed for another 60. If your aura is revealed at any time in that period you may as well be a free hook. No other killer in the game can say that. And it is all thanks to this particular build on this particular killer where the only thing you can do to not be one shot and/or slugged is to essentially avoid her for the entire game and hide your aura via lockers. It doesn't even have to be that consistent. A few quick downs via Starstruck or one slug snowball is enough to usually throw the game into your favor to the point you have won. Especially on a killer as powerful as Nurse.
I'm not going to think that say Legion needs to be nerfed because it's possible to have a 150+ winstreak with them. It is the nature at which these games are won that matters to me. And the OP nature of Starstruck Nurse is just something that allows games to be ended far too easily and quickly and sticks out like a sore thumb when compared to literally every other killer and playstyle in the game. The devs do consider it a problem or at least something that must be considered when regarding game balance because AA was nerfed purely because of how well it synergised with an already incredibly strong Nurse playstyle. AA is not a problem anywhere else. But they are going about it in the wrong way and instead of nerfing the culprit, Starstruck Nurse, they are balancing perks in line with how powerful they would be with said build. How else do you explain the AA nerf before the chapter dropped?
This is why I think the build is unhealthy for the game. It already offers little counterplay and is little risk of whiffing for very high reward. It has gotten to the point where new perks are now being balanced PURELY around a single build for a single killer out of a 29 killer roster and over eight pages of killer perks. Ignoring the problem now only means that this trend will continue and limit perk design space further.
I myself am curious as to why you are so reluctant to have Nurse changed to compensate for the power level such a build can give her. Making blinks special attacks or even only chain blinks secondary attacks keeps the build strong while not allowing it to absolutely dominate once it gets going. What's the harm in that?
(I'm absolutely exhausted typing all that out by the way. I hate debating about Nurse more than I actually do versing her.)
You made some really good points. But now I think you should take a break or have some lunch. Suzu has apologised and I'm done responding to this thread.
I'm going to have some toast now. Cheers!
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3169437#Comment_3169437
The copium from someone who doesn't even understand what they're talking about is sidesplittingly hilarious.
DBD has been (more or less) constantly improving in every new patch. Yes, release DBD was busted in a time where it was literally a brand new game balanced around hide-and-seek and not chase. Know what happened? Ash Williams was released on live on April 2, 2019. Guess when Mettle got fixed? June 18, 2019. Just over two months after its release. Hillbilly's semi-rework and Overheat system came out July 28, 2020. Guess what else also happened multiple times since then? Adjustments to overheat, buffs to his best add-ons, etc on August 5, 11 2021 and October 19, 2021. Just over a year since the initial poorly done release.
Decisive Strike in its pre-nerf state? Explicitly mentioned by devs they are working on it. Same with pre-nerf Dead Hard. Same with overstacking of gen regression/second chances. Same with working on trying to come up with ideas for tunneling/camping/slugging (despite it being an arduous process given multiple ideas have been thrown out for being too abusable or too useless). Same with pre-nerf Keys. Same with pre-nerf Moris. And then results delivered, changes made, and the issues basically solved (outside of perk stacking and the game strategies at the moment, and even that is something they're actively working on and have made test changes on).
Wow, gee, I can't possibly figure out what could maybe be the odd one out here. Hmm... could it be? The character that after her (deserved) heavy nerfs, has basically never ever even a single time been stated to be a balance issue? The character that basically only ever was mentioned in regards to bug fixes? A character that has gotten a huge number of perks to play with due to buffs and releases giving her a plentiful selection of perks she can make amazing use of? That has even then, still not once been said to be an issue or that she needs or will receive changes? Nah. Makes no sense.
"I can beat terrible players with (insert build) on (insert character), therefore, (insert) is OP." Genius conclusion. Clearly why every single perk and character in this game is OP, because good players have beaten pub lobbies with all sorts of bizarre and awful builds that cover every perk in this game. Literally not worth wasting any more time trying to explain this, LOL.
"The devs are a trustworthy source of information because when they introduced changes that no one asked for they eventually fixed them"
Your arguments are terrible. Your attitude is disrespectful. And "copium" is a stupid word.
EDIT: I just saw your apology comment. I'm willing to take your word for it. Water under the bridge and all that.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3169352#Comment_3169352
Wow, I wonder what the literal creator company of the game who has access to all of the gameplay data and relevant factors can figure out. Gee, I wonder if there's maybe a reason the devs are buffing and releasing perks that clearly make a totally OP killer even more totally OP, all the while never mentioning her being a problem and never changing her.
Common sense? A survivor should pretty much never be in the area in the first place outside of badly designed maps or being in a corner, and even in those cases, lockers still bypass it. Average players don't have a good understanding of how to play as or against anything well. By that logic, let me ask you this. Is Iron Maiden a good perk? Average survivors will get in lockers for all sorts of bizarre reasons, meaning it will likely give location value if not instadown value at least a few times per match. Instantly knowing a survivor's location in a way that cannot be blocked outside of running a super obscure perk (Calm Spirit) + a potential instadown if you catch them in the next 30s is great against randoms.
https://forum.deadbydaylight.com/en/discussion/comment/3169382#Comment_3169382
"My proof is a winstreak against pub lobby players by a 7200h Nurse main that semi-frequently plays competitive, almost always uses strong builds, and usually doesn't hold back."
https://us.v-cdn.net/6030815/uploads/87FVM5PQXHKD/image.png
The fact you think people come across good/god players often and that it's not just them overrating their opponents is hilarious though. But since you clearly haven't paid attention to the actual streak or its process, I'm going to do you a favor and enlighten you on something. Guess what? At multiple points through that streak, he has come extremely close to losing it, and has maintained it through the skin of his teeth. LMAO.
Also, 413, whatever. There's 50-150+ winstreaks for literally every single killer in this game. Guess what? They've dominated those matches because they usually use strong builds, are good players, and get matched against pub lobbies. Guess what else is also true? Solo and SWF escape streaks, the latter currently in 400+ if I remember correctly. If any of the decent comp teams did 4 man SWF and went all-out against pub players every game mostly using some of the strongest possible builds, they would utterly annihilate almost every single game ever because basically no one ever will come close to that level.
I don't know why you think a streamer saying something means it has weight. People with 6,000+ hours can be utter garbage at this game or have some of the dumbest takes like "pallet stun blinds are OP" or "Legion is OP".
Wow, it's almost like no one plays perfect. Amazing how that works, innit? It's almost like if good players can achieve something that worse players can't, it's a skill issue. But hey, surprise, surprise. Guess what? Any given average player is not going to go against insanely good players almost ever. Those insanely good players will likely go against average players for the majority of their matches (given matchmaking literally can't find a lobby of even skill players for them without taking hours). But with how few of those great players there are in proportion to the overwhelming majority of average players, for any given average player, the odds of actually facing a terror like that is insanely small.
"My teammates played badly/had no clue how to play against X properly, so this is clearly a balance issue." Can you actually read what you type first?
You're seriously making the appeal to authority argument for BHVR?
BHVR, who thought that creating and releasing Mettle Of Man was a good idea. BHVR, who heard feedback for nerfing Billy's add-ons and summarily nerfed his power. BHVR, whose many decisions over the development of DbD has at best been mis-guided and at worst stubbornly ignoring the game's problems whilst adding to them?
This is who you're putting your trust in to make good choices?
And what on earth are you even talking about when you say "common sense"? I thought it would be common sense to judge how powerful a build is by playing with it. This theoretical version of the game you have in your head where survivors play perfectly at all times is not even close to how most of the playerbase actually performs. Even the best players are prone to making mistakes from time to time. As it stands you have nothing to base your argument on besides "Well I think so!". When you should know that's not how you structure good arguments.
This smarmy, pretentious attitude you have has clearly done a good job of convincing yourself that everything you say is so obviously correct. And that merely explaining why you're correct is almost an insult. Well, here's a reality check:
- You've responded to sound arguments with dismissal and rudeness
- You've completely ignored evidence that contradicts your point and refuse to even consider why it is that someone might argue against you
- With every comment you've made you only revealed that you know extremely little about how the game is actually balanced
- And you've not entertained even a single comment with good faith
The only person who's a clown here, is you.
Cope.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3169330#Comment_3169330
Or... they're doing what they do, because they have the data to realize it's not actually an issue like people claim it is?
Also, a good player can beat pub lobbies with literally anything. I've literally done zero gen regression Trapper with zero add-ons or offerings and slaughtered pub lobbies at 5 gens left before. Beating average players is a given for good players. The fact you think beating average players proves anything is amusing though. I've escaped pub lobby killers using No Mither or zero perk survivor builds. Does that mean those are good? No, it means average players suck.
What data? What are you talking about? You brought up a counter-point but didn't even try to elaborate or explain why Nurse getting stronger is apparently not an issue. Even though it definitely is.
If pub games are supposedly invalid then what are you using to judge AA as a bad perk? Comp tournaments? KYF games?
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@SuzuKR said:
Friendly reminder to everyone here that BHVR has never had an issue with buffing or releasing good perks for killers even though Nurse exists. 18 different perks received buffs which made them good or insane on Nurse. 40 different perks were released, all of which were okay, great, or insane on Nurse. Of those perks, the majority of them are also good or great on many other killers.
Hell, Starstruck literally was buffed from its useless PTB version, which is literally something a ton of people asked for.
Also another friendly reminder that beating pub lobby players means basically nothing, because any good player can do that with basically anything regardless of side or build.
That's the problem though. BHVR isn't balancing the game around Nurse. Or nerfing Nurse a bit so perks could be more powerful on other killers. They're re-enforcing Nurse as the most powerful killer in the game by indirectly making her more powerful when they should be buffing every other killer instead.
Dismissing my games for "beating pub players" is an omission of defeat if I ever saw one. You said AA was a terrible perk. I showed you 3 examples that prove it's not. You haven't countered that in any meaningful way. So either admit that you were wrong or show me some actual, valid arguments.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3167870#Comment_3167870
starstruck nurse has been most powerful build in the game since trickster's release, so nothing really changed. awaken awareness just made starstruck better even though nurse doesn't need awaken awareness to make starstruck relevant.
Nurse doesn't need any more perk combos. Every other killer does.
well the other killer don't really get played, so why design perks around killer when those killers suck anyway. MIght as well design new perks around killers that do get played. last chapter, they invented darkness revealed, a perk that grants aura reading when opening a locker. huntress gets a lot of playtime and so does nurse so she got another perk to play with.
Maybe other killers would be played more if they had more powerful perks to use?
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@JackFrostMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3167870#Comment_3167870
which...isn't how you should balance a game. if one character is so busted you have to warp the balance of the game to make sure they don't break it, then the issue is with the character.
Tweaking Nurse so other killers can use strong perks isn't hard. Making her blink-attacks special attacks instead of basic attacks would go a long way in allowing good exposed perks to be created without having to account for Nurse's lethality.
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@JackFrostMan said:
really that just says a lot about Nurse being an absolute cancer to the game's design than anything. I'm saying this as someone who has played a bit of nurse and a lot more of the other 28 killers.
The problem isn't that Nurse exists. The problem is that the devs aren't balancing the game around the fact she exists.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3167821#Comment_3167821
Note that I didn't say "killer mains" I said "killer mains on this forum".
There's nothing wrong with being a killer main, in fact, I think the request to nerf Starstruck on Nurse was initiated by a Nurse player.
But killer mains on this forum are special.
I'd say that most of the people on the DbD forums are "special". Doesn't matter what role they play.
Getting back on track, what changes would you make so killers other than Nurse can have good perk combos?
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@ImNotBobDylan said:
Don't start recording evidence just to argue with killer mains here, it's pointless, they will always say that something was skewing the results, MMR, or survivor misplays, or luck etc.
That Starstruck is too strong on Nurse is commonly accepted now, that's why one of the most popular nerf requests is to make her lunge after blink a special attack.
If you read between the lines, the people you're replying to are perfectly aware of the problem too. In fact both of them mentioned that there's a "map design problem", which I'll translate it for you it means "Yes this combination is totally busted on Midwich, and we know that Nurse players are also the type of players who will bring a Midwich offering - but we're killer OTPs who will never have to play against Nurse anyway so might as well make a long list of other arguments to distract the topic and blame it on survivors"
I'm hesitant to subscribe to the dumb "killer mains vs survivor mains" mentality that plagues the forums. Judge someone's argument by how valid it is. Not by how they play the game.
That being said, the arguments that @SuzuKR have used are not valid. As I have already proven. I'd just rather have this discussion stick to attacking the arguments of the person. Not the person themselves. Ok?
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Since reading your comment I have recorded 3 games playing as Nurse using the build: Awakened Awareness, Starstruck, Agitation, BBQ&Chilli. And both blink recharge speed add-ons. Each game was swiftly won because of the build and I will show you the videos in question with time stamps for relevant information. These videos definitively prove that Awakened Awareness, is in fact, really damn good on Nurse.
Enjoy the crisp 720P quality!
VIDEO #1 - RPD
https://www.youtube.com/watch?v=yMjfoM21kcgTIMESTAMPS
0:19 First survivor found. I get lightburned and waste some blinks. My bad.
0:44 Picked up survivor and instantly get AA value. I know that the Steve was nearby so I take the carried survivor to the hook closest to the gen that I last saw the Steve at. I notice his aura hiding behind the gen and get a free down.
1:08 I pick up the Steve and use him as a radar to find any survivors above me. Sure enough I see someone going for the save and carry him to a hook nearby so I can quickly begin chasing the rescuer. I get yet another free down thanks to Starstruck.
1:57 The moment Starstruck refreshes I pick up the Tapp and immediately see someone going for the save. I would have gotten yet another free down if the auto-aim didn't force me to hit the unhooked survivor.
2:15 I whiff an easy blink
2:37 I pick up one of the Steve's and use him to find someone on the floor below me. Getting yet more AA value.
3:10 Missed a hit because I charged my 2nd blink when I didn't need to.
3:20 I hook the Steve when I could have carried him to the hook in the main hall to search for the final survivor, and likely would have found her considering where she put her boon totem.
3:22+ Rest of the game is just me just looking for the final survivor.
VIDEO #2 - Red forest
https://www.youtube.com/watch?v=NihTXV7XgK4TIMESTAMPS
0:54 I down and pick up a survivor and notice someone above me. Seeing that they aren't moving, and are likely waiting for me to pick and exit so they can avoid me, I simply put the survivor down. Then blink and get a free down thanks to Starstruck.
1:48 + It's apparent that most of the remaining survivors have given up and the game is already over.
Video #3 - Wreckers yard
https://www.youtube.com/watch?v=OThz9ZR2_9cTIMESTAMPS
0:40 I land a hit on a survivor and my game freezes for a good couple of seconds. Giving her lots of time to get away. Despite that, I still manage to blink and down her as she popped her Dead Hard too early.
0:55 I pick up the downed survivor and one of the other survivors gives up on the spot. Ignoring her, I spot someone hiding in the bus thanks to AA and would have downed them if I didn't swing too early.
2:39 The Ada was running Low Profile and manages to lose me.
3:10 I pick up the Claud and use her as a radar as I look for the Ada. Turns out that the Ada has Distortion as well. But exits her hiding spot too early and I spot her. I would have found her anyway once she ran out of tokens.
3:11+ I hook and kill the Ada.
In all three games, that I got into the moment I finished reading your comment might I add, have all been won thanks to AA and Starstruck. Either by showing me where survivors are so I can quickly down them. Or by demoralising survivors until they give up. The perk combo is not only good. But downright amazing.
You could try and argue that I just got really lucky in all three games. But the fact is that Awakened Awareness is fully capable of winning you the game and not nearly as weak of a perk as you falsely think it is.
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@SuzuKR said:
Ah yes, Awakened Awareness. The perk that…
- A survivor can run 26m away during the 3.5s of fatigue (2.5s if survivor misplays for 22m) + 3s to pickup before the killer can even turn around or move. Meaning even a survivor starting 0m from the killer can leave the range before the killer can even move or turn the camera. Basically a joke on every map except super small ones that are poorly designed and need a rework regardless.
- Against a killer survivors should be staying split up against regardless of build, which applies to every single killer except Twins.
- Can be countered by hopping in a locker for a little bit until the killer hooks them even if you’re in a corner of the map and can’t run out.
Wait were you actually saying this perk is good?
Yes I am saying that this perk is good, on Nurse when you combine it with Starstruck and especially Agitation. Let me explain.
- Downing a survivor doesn't always leave remaining survivors with an escape route to get away from the Nurse. Your logic implies that survivors always have a clear, straight path for maximum distance. This is often not the case with most maps. Especially maps with multiple floors.
- Survivors do not always split up. In fact, with the increase in gen times, Prove Thyself has become more popular. Which means there's a greater chance of multiple survivors working on a single gen. Especially if all survivors are solo que'ing and can't communicate where they are.
- Not seeing a survivor gives you just as much information as seeing someone. If you down a survivor near a gen that was recently repaired, and you don't see anyone within the 20 meter radius, that means that they're either running away and leaving scratch marks that you can look for. Or they are in a locker, or using Distortion. And as I said earlier using Agitation makes the perk even stronger. Allowing you to use the carried survivor as a short-range radar as you travel to a hook. A radar that means instant death for any survivor that you see because of Starstruck
Yes. This perk is really, really good on Nurse.
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@sizzlingmario4 said:
Mandy already confirmed it’s intentional that they don’t work together.
It baffles me why this is the case. 30 meter aura reading around a specific gen isn't broken
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3161551#Comment_3161551
Thanks. Thats basically what I thought ... hmm this is not one of the fun meme add-ons, just straight hard mode for more capped BPs.
There is a weird meme-build you can use with the beetle. Use the add-on that increases your throw range in tantum so you're more likely to throw a survivor into a surface than ram them. Which actually gives you more time to recharge your power and reposition compared to a slam.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/3156260#Comment_3156260
The devs will call him "The Edward" I bet...
Bet
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@JPLongstreet said:
Those titanium-infused blades of grass have saved soooooooo many survs over the years from my knives, chainsaws, clubs, back-scratchers, pipes, foul language, candlesticks, nose-pickers, drill bits, musket-butts, cleavers, shovels, taco night gases, and sharp sticks.
If it's not any of them it's the dang Aim Dressing doing me extra dirty.
Just wait until we get a dedicated gardener killer armed with cutting sheers and a lawnmower.
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@gnehehe said:
No, in the Entity's realm, physics laws are different than on Earth. A small bush is able to stop of fast chainsaw run or even an angry japanese warrior :)
I get that the DbD lore can be non-sensical at times. But this is ridiculous!
I say let Oni destroy the bamboo. Or better yet, let him trample it with his demon dash. Same goes for the chainsaw bros.
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It's sad but the people who regularly DC against Nurse, and other killers that they simply don't like, are not going to be convinced to do otherwise.
That doesn't make them any less entitled and selfish though.
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@Iron_Cutlass said:
Ive been playing a lot of Twins lately, and due to the Tome challenges, Ive seen a lot of people using Boons in comparison to before. Just a lot of Boon: Circle of Healing and Exponentials, to the point to where even after the match is over, I still hear the sound to Boon Totems.
I will be in the shower, or going out for walk, and hear the *Crack Boom* of a Boon Totem followed by the subtle ringing sound. I even hear Boon Totems as if they were ingame when nobody even brought a Boon Totem.
Is this healthy? Should I take a break from Twins?
You probably should take a little break.
Alternatively, you can bring an anti-boon build and turn the bones against survivors!
Try running: Shattered Hope + Hex:Pentimento + Hex:Plaything + Your perk of choice
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Trickster.
I have no idea who thought his power was a good idea. I have no idea who thought adding in a K-Pop star was a good idea. But they have released not only the most boring, but easily the worst killer ever created.
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@IlliterateGenocide said:
I would hate if they had to make perks that worked specifically for the killer they come with, very restrictive
No it isn't. The devs have proven that they are capable of making good perks that also function well on the killer they belong to.
All of Nurse's perks work on her. They even synergise with themselves. Legion has Discordance to find survivors that are working together, which works with his power. Doctor has Overcharge, which also synergises with his ability to make skillchecks harder.
It's just a shame that these examples are often few and far between.
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@GoodBoyKaru said:
It's a common theme. Doctor has Monitor + Abuse which reduces your TR when you're not in a chase, despite the fact that that's when you'd want to be using Static Blast.
Pyramid Head has perks all relating to stealth despite him being one of the least stealthy killers of all time. He's massive (in more ways than one 💅) and every sound effect of his is so incredibly loud it's impossible not to notice.
Ghost Face has Furtive Chase, which activates in-chase to reduce your TR, but your ability literally does that for you but better.
Also completely unrelated but remember when I'm All Ears showed people who vaulted outside of a 48m range? Yikes.
Another one: Trickster's Starstruck requires him to land a basic attack. But he moves at 110% movement speed and has a ranged attack.
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@HolyElixir said:
Nothing new, with Myers 1 of his perks actually clashed with the other 2. Old dying light required you to kill the obsession which removed his other 2 perks from play.
Huntress has an undetectable perk despite having a lullaby. Spirit has a perk designed around being pallet stunned which should almost never happen as spirit. Monitor and Abuse hurts Doctor's static blast size. Bubba has/had m1 perks despite having a chainsaw. those are just examples from the top of my head
Another honourable mention: Demogorgon's Surge perk also doesn't work with his shred.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3130792#Comment_3130792
Don't their perks still become teachable at level 30, 35, and 40?
No. That was replaced with their perk tiers being unlocked at prestige levels.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3130792#Comment_3130792
You have to prestige a character three times to get their tier 3 perks, to get the tier 1s, you just have to prestige once. Once on the characters you want them on, you can bump them up to tier 3 pretty quickly, a lot more so than running through 100 more levels.
If you're P3ing every character just for their perks, you're being really inefficient about it.
Not the case at all. If you want to try out a new killer then having all perks already unlocked will massively help with finding a playstyle that you like. Prestiging the other killers three times is still daunting for new players. But at least the value you get for that increases with each new killer you try.
The alternative that you suggest to is only unlock each character's tier one perks is much more grindy. And forces you to stockpile bloodpoints each time a new character is released so you can level up all of the perks that you have unlocked.
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Agreed. The "nerf" to the grind only applies if you play multiple killers. New players, especially players who are new to survivor, now have to prestige each character three times before getting their perks. Taking even more time and bloodpoints than it did before.
It's amazing how bad Behaviour is at actually addressing the problems in their game.
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None of them. They're dangerous, psychotic murderers. Some of which I could generously describe as "past their prime". Call me old fashioned, but I prefer the type of woman who still has a pulse. And doesn't seek to play a game of Operation with my open torso.
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@Raccoon said:
Personally, it's more or less the same on both sides - The nerf was negligible, imo
It's still broken. But at least Legion can now hard counter it.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2919504#Comment_2919504
I don't know what are you trying defend. You are talking about a case maybe never will happen. And you wanna destroy DS for this. What?
And plus killer's have perks for defend generators. Use them CoB and Pop are good combo for regression. Kick this generator 99'ed generator. Now it can not finish instantly. And why the hell they left this gen at 99%? This just does not makes any sense. This survivors should so bad, they are leaving generators instead finish them? Looks like easy game for you, have fun.
The only thing I can understand from reading this is that I understand none of it.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2919481#Comment_2919481
Sure, I do the same with your post, summarizing how out of point forums users can be.
Suddenly you feel like summarizing instead of insulting disregarding a point you disagree with? Where did this sudden character development come from?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2919464#Comment_2919464
I advocate for a 5% base damage when kicking a generator, but that’s not the point of this post.
You don’t seem to be understanding what I’m saying. You hook a survivor, you go patrol that 99 gen right away. You don’t wait until a hooked survivor who you suspect (and don’t know) may have DS is unhooked, and given time to traverse to the area. You immediately begin applying pressure to that gen and other survivors. And you’re going to lose at least some gens as killer in a regular match; it’s simply a reality for any killer player. Survivors wouldn’t play the game if they couldn’t ever repair generators.
The way you’re talking about it is as if that survivor is the only one who can repair that gen after they are unhooked, when that’s obviously not the case. So go regress and protect it while they’re hooked, or start putting pressure elsewhere.
And if, for whatever reason, that mere moments after a survivor is hooked they're saved and begin running towards that 99'ed gen. What then? How are you going to defend that gen against a survivor that you can't punish?
How are you supposed to out-pressure survivors when everyone is working on gens and can easily repair them far quicker than you can get downs? Mathematically speaking, even if every chase lasted no more than 20 seconds, and after every hook you kicked a gen with PGTW, and survivors took the time to heal each other after every hook, you physically can't stop all 5 gens from being completed.
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@Tiufal said:
You already disqualified yourself after saying Adrenaline Vial is fine.
> Disregards OP's entire post
> Refuses to elaborate
I'll be screenshotting this. There is no better way to summarize the DbD forums than presenting this comment.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2919452#Comment_2919452
Damaging generators was added back in what, 2017? So yeah, there’s no real reason a gen should be left 99 by a killer, when they have the option to regress it (regardless of perk selection).
Again, you have up to three other survivors to go for, besides the recently unhooked one. Why are you not immediately going for one of them and patrolling gens, after hooking a survivor?
Gen regression has been weak since its addition. It takes just over a second for a killer to kick a gen, 320 seconds for the gen to fully regress, and a mere touch from a survivor to stop it from regressing. Gen regression does not stop gens from being 99'ed in the slightest.
And once again, you're ignoring my point completely. In the scenario I presented, leaving the survivor is an option, but it is a bad one because they'll finish the gen that they're waiting next to. Waiting out the DS timer or eating the stun are also bad options. Because that's the point I'm trying to make; There is no good option for the killer to take. No matter what they do they'll be punished for it.
Saying that "You should just go for the other survivors" isn't addressing my point.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2919444#Comment_2919444
If you allowed a gen to get to 99% with a survivor with active DS nearby, it’s on you. You have Ruin, Undying, Pain Resonance, Tinkerer, Pop Goes The Weasel, and I’m not even going to list the rest gen defense perks.
So according to you killers are just expected to just, stop gens from ever being 99'ed? In a real game where both sides know what they're doing this is nigh impossible. No amount of regression and stall perks will stop this. Not only that, but there's 0 reasons why a survivor with DS active wouldn't run towards the gen with the most progress the moment they're unhooked. They are, after all, completely unpunishable until they commit to a repair. So do you expect the killer to stop this from happening to?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2919440#Comment_2919440
Hey, you forgot the other option.. the elephant in the room. Go for the unhooker, or another survivor. There are up to three others at any time.
I already went over this. If you went for a different survivor then you'd be leaving the survivor in the locker and allowing them to easily repair the gen. There's just no good option here.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2919366#Comment_2919366
You're not losing that gen because there's an active DS in a locker. You're losing it because it's 99'd and you don't have a perk to regress it.
Regressing the gen wouldn't solve the problem in this scenario. The survivor in the locker will still be completely untouchable until they start repairing. Forcing the killer to knowingly leave a survivor directly next to a gen, waiting for 60 seconds, or eating a 5 second stun and losing the survivor are all bad options no matter how many regression perks the killer has.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2919420#Comment_2919420
Yes, it’s better if survs start the game hooked to help killers
Care to actually add to the conversation or just be unhelpfully sarcastic?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2919366#Comment_2919366
If we think of the edge case scenario of course we can make any argument sound logical. However in over 3 years since the initial DS rework (March 2019) I don't think I've ever been in, nor seen anyone else in, that situation. Or one at all similar to it.
The fact that it doesn't happen often is no excuse. Why should a situation that saps the killer of any control, regardless of how they performed, be possible in the first place?
But if the scenario I proposed was too fringe for you, then allow me to mention several others that are far more common. Each having the exact same problem of the killer being punished even if they don't tunnel. Survivors can still have DS active when they:
- Immediately body block for their rescuer and force the killer to hit them. Especially if their rescuer had BT.
- Disable killer powers. Including disarming Trapper's bear traps, detecting Ghost Face's night shroud, solving Pinhead's box and using a flashlight to destroy Hag traps.
- Open the exit gates.
No matter how you slice it DS is a perk that allows the survivor to actively punish the killer for doing their job. The fact that it is designed to counter tunnelling is irrelevant when it can still be so rampantly abused if the killer doesn't tunnel at all.
Ideally, the game should be changed so killers no longer have to tunnel, slug and camp just to have a chance of winning against competent survivors. But until that happens, (if there's even a chance of it happening), DS in its current state is incredibly unhealthy for the game. And being able to use it after jumping inside a locker is the least of its problems.
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Many people seem to forget that locker spawns on most maps can be directly next to gens, forcing killers into a lose-lose situation if a survivor with an active DS hops into locker near a gen that is 99'ed.
"But now you can guard the gen and the survivor at the same time..."
First off, having the optimal play be standing in place for 60 seconds is un-interactive and stupid. Secondly, the moment the other survivors realise that the killer is waiting next to the gen they'll simply begin repairing the other gens.
If the killer leaves to stop them, the survivor with DS will exit the locker, wait until the killer commits to leaving, then begin repairs. If the killer stays, then up to 60 seconds of repairs can be made to all other gens.
DC staying active while inside a locker is completely broken. Because the survivor doesn't have to be tunnelled at all to get value out of the perk.


