Sumnox
Sumnox
About
- Username
- Sumnox
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Comments
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Nurse
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This isn't the airport, you don't have to announce your departure.
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This is your new Okcupid experience.
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Get Behaviour'ed.
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True. I did underestimate them.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2946980#Comment_2946980
Y'see, you're putting everything on yourself. CoH was and still argueably is broken because of it effecting your entire team.
Your whole team can go and reset at a location in ~20 seconds. CoH is still faster IF you're healing multiple times in the same game (and the boon stays up). +count in your entire team and boom, it's very efficient for the low cost of finding a totem far away from gens.
But I agree, this version just seems underwhelming and not efficient when not plopped near a gen, where it's most likely gonna get destroyed before it finishes a heal.
Yeah, I play solo queue. I have to do everything myself, or it doesn't get done. Through experience, I have verified that Self care benefits me and gives me more chances to win compared to CoH (especially as I said, now that it's been nerfed) in most situations. This is the thing, these "balances" you guys like so much (which always, it happens to be make survivors weaker) has a slight impact on SWF. It doesn't tip the balance too much, it's just that they become not as powerful, with less powerful version of perks available.
BUT it has a -dramatic- impact on solo queue. Powerful perks allow me to have more of a chance to stand my own when I literally might have 1 more useful team mate, and 2 potatoes that do nothing right. That's if I get lucky. Usually it's just me. On average I repair 3 gens, get chased about 3 minutes, and get 3-4 unhooks per match. That means there's a lot not being done by the rest.
So, whenever I see all these "Let's balance this perk" (make it worse, because somehow it's never about making a perk better), all I can think is, ok, ruin my matches even more than they already are. Make the 1vs1 or 2vs1 I experience, even more miserable.
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Killers who don't tryhard sweaty and use the cheesiest most broken mechanics (Nurse, Good Blights...) will have a tough time. Also, SOLO QUEUE survivor is a NIGHTMARE.
I play high mmr solo queue, I can't stand to play more than a couple matches in a row.
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This is very touching, you actually convinced me with your story, that it actually matters.
Thank you.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2946810#Comment_2946810
Efficiency
With self care you spend 32 seconds afk in a corner, 40 seconds with mangled.
With this after setting up the boon for 14 seconds you can just work on the gen. If the killer doesn't come you just healed for bassically zero seconds
If the killer does come and you can keep them busy long enough you also healed for zero seconds. If the killer interrupts you with selfcare you wasted time on nothing.
Litteraly useless is not what i would call this. I can see it being worse then current CoH but i think it is a very powerfull effect
"Efficiency"
This is more like a lottery. Why would I randomize and risk a health state so much, when I can bring guaranteed healing with me everywhere, every time. Self Care especially shines in dire situations, even more if you bring a medkit with it. Pre-nerf CoH could be better (not always) than Self Care because of the faster healing in a specific area. Not anymore.
So, if current CoH is already worse than Self Care in the vast majority of situations, your version of CoH is, putting it simply, useless.
I would never bring this perk.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2946810#Comment_2946810
Speed.
Self Care takes 32 seconds, which is 32 seconds you're not progressing the game.
This, while slower healing, can be combined with doing a gen. Essentially it's saving you 32 seconds of healing time, but at a cost of being limited to a certain area and at risk of being removed from play. It's basically Renewal/Second Wind, as it passively heals you over time while you do other things.
Self Care is not the epitome of healing perks, in fact it's considered one of the worst ones. Inner Strength/Inner Healing was an effective, virtually meta healing perk before we got Boons. Why? Time investment. Instead of hiding in a corner for 32 seconds contributing nothing to the game, you spend up to 14 seconds cleansing a totem (which aided survivors before Boons because it eliminates a potential NOED, or straight up cleanses a Hex to begin with), and then 6 seconds in a locker (potentially something you may need to do anyway if the killer is nearby and looking for you), and then you can jump straight back onto a gen. It was limited to up to 5 uses per game and requires you to heal in a specific location, with an RNG aspect of "has another survivor cleansed all the totems yet?" But it was still better than Self Care because it was saving 10 seconds and eliminating a potential Hex at the same time.
Current CoH is multitudes better than Inner Healing, it doesn't remove totems from play so you can use it an unlimited number of times, you can use it multiple times per blessing getting more value out of hat initial 14s set up. and it applies to all survivors, not just you. Inner Healing was better than Self Care, CoH is lightyears better than Inner Healing.
Inner Strength meta. LOL.
I just honestly stopped reading there.
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Well, this has basically brought back the old "I'm gonna spend the whole trial holding m1 mending". It -is- boring. Ultimately what these things cause is, people play less. Which makes sense seeing the bleeding of players.
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But this would make the perk literally useless.
Why would I bet something as important as healing on complete RNG full of IFS and MAYBES, when I can just... bring self care, heal, done.
It's worse than the nerfed version of CoH and nobody would bring this.
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It might get addressed. After they release 50 more Meg skirts, and Claudette has another 20 sets of wigs.
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I mean, they can't even fix minor bugs for 6 years. Do you really think they would successfully implement something like this?
Lol.
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- You never see CoH anymore. I brought it twice, tried it with the nerf, Self Care is still better 90% of the time.
- Hemorrhage can be either whatever or actually annoying. Depends on the situation.
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@AnchorTea said:
https://forum.deadbydaylight.com/en/discussion/comment/2945353#Comment_2945353
Every killer needs some kind of counter or general strategy to win against them. A flaw that gives survivors a chance. Thays what makes them unique in each way.
Ok. Could have quoted anyone else to reply that, since that wasn’t my point.
I was being sarcastic. People, figuratively speaking, don’t want killers to actually be balanced.
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Why do you assume they play survivors? They've been nerfing survivors constantly for 6 years now, with the only exception of the release of a few strong perks, that they proceeded to nerf afterwards anyway.
They don't play the game.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2945329#Comment_2945329
I'm a survivor main. If you think minorly louder groans of pain at a degrading rate while exhausted makes your survivor experience "even more miserable".. you probably have a lot bigger problems in your core survivor gameplay style.
I doubt you are.
In any event, this is completely uncalled for, and there's definitely way bigger issues to address before we start adding random passive effects to survivor, whether or not they're using the perk that could at least give you some benefit out of it. Instead they should, you know, maybe fix actually relevant issues like the crashes, map layouts, and horrible latency and hitboxes that translate into impossible long arm hits.
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At this point I feel like unless a killer doesn't have a counter, he isn't "fixed".
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A brand new episode of: "HOW TO MAKE SURVIVOR EVEN MORE MISERABLE THAN IT ALREADY IS!"
Starring: People who ultimately want to end up playing against bots
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Enjoy being lectured by killer mains who don't know how to counter Nurses themselves, but will go on lengthy posts about how -you- (not them, they can't do it) should counter Nurses. Get ready for obvious "tricks and advices" everyone and their mother knows, but very few can pull off.
The fact is, yeah, she doesn't make any sense and she's utterly broken. But here's the thing, she's the only killer left whiny killer players have as a venting mechanism. When they get butthurt because they're not good enough playing actually balanced killers, they can always switch to Nurse to feel they can actually play. They can't, because once you can play Nurse it's cheat mode, but they feel like it's fair and balanced, and they're just good and capable.
It's the only relief they have, so I doubt Behaviour is going to take that away from them.
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@Travis_Bateman said:
https://forum.deadbydaylight.com/en/discussion/comment/2942796#Comment_2942796
Doesn't mean they should spawn right at the survivor's face,also not every hex is "powerful" only 3 of 10+ are good
Devour Hope
Ruin
Undying
And maybe pentimento but that's it
That's not true. The Third Seal, NOED, Retribution, Haunted Grounds... all of them are powerful given the right circumstances.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2942769#Comment_2942769
Feel free to give actual conclusive evidence she consistently overperforms against players of even skill on an even map.
What conclusive evidence do you give whenever you speak all the nonsense you usually do? Even if I did have access to direct data by the developers themselves, you'd interpret it in the most convenient way to reinforce your bias.
"Nurse has a 99% kill rate when used by high mmr players"
Your reply would be : "ThAT oNE pErCEnT iS AGainSt eQuaLly sKiLled pLaYErs AnD tHe othER 99 ArE N00bS.."
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2942796#Comment_2942796
Boons are powerful, and their trade off is, they can be snuffed... and re-Blessed??
Their trade off is, they take forever to be blessed, time you don't spend repairing, healing, or unhooking.
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No.
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Well, yeah. This is how 100% of the matches go now. They're aware of it, they're bleeding players constantly because of it, but they don't care.
They're busy releasing outfits.
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Who uses flashlights anymore? They're virtually useless and extremely situational lol
1 killer perk = removes flashlights entirely (franklins, lightborn...)
Flashlights are 2017 cool
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@Entinaty said:
https://forum.deadbydaylight.com/en/discussion/comment/2942796#Comment_2942796
Just trying to start a discussion about how to improve Hexes but didn't take long for someone to assume I'm "maining a side" just because the discussion is about the Hex mechanic. We all know the saying for those who assume so lets skip that bit.
Honestly out of all Hex perks only a few see consistent use while others are either niche or ever rarely see play outside of the a designated "meme build".
As to them being powerful that would depend more on map and spawn location, which the Killer can't control, and as there are no protection outside of Hex: Undying or spawning in good spot I would say that there is at least one thing to fix. In my opinion I would just make either the Killer say some input about where it goes or at least not spawning near a Survivor objective would go a long way.
Well, but following that logic, 95% of survivor perks should be buffed. Because the meta has been the same for 5 years, since the same perks are always the strongest, because the rest are just trash.
Hexes being certain map-favoured and situational is normal, just like a lot of builds for survivors are very situational. Honestly hexes don't need any more buffs. In many occasions and especially playing with randoms, hexes are even too strong.
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Another "let's make my side even easier than it already is" thread.
Hexes are powerful, and their trade off is, they can be broken.
There's nothing to fix.
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@dugman said:
Just FYI one of the things they mentioned they're working on at the end of their recent MMR post was they want to adjust it so survivors go up or down as a group versus as individuals. That would in theory address the scenario where a survivor intentionally keeps the killer busy and sacrifices themselves to help others escape but, under the current system, has their MMR go down because it treats each survivor as an individual and not as a team. Hypothetically if that type of system does get put in place it should help someone who is "stuck in the low MMR pit" climb out by giving them credit if they can delay the killer long enough for the others to escape. (It's not a guarantee your team would escape, of course, but at least you wouldn't be going even further down in rating if they escaped in part because you sacrificed yourself to help.)
This... doesn't matter at all. Since the issue isn't only MMR. It's the huge gap between solo randoms (get destroyed) and SWF (have an advantage). There's not enough good players in the game to guarantee everyone they'll get a good team of randoms. Killers are too strong versus randoms, and in some cases not strong enough against a sweaty 4-man premade. But, as we established, they don't care.
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She should get completely reworked. She has enjoyed about 6 years of cheat mode, I think it's about time she actually gets balanced instead of the "Well, it's a Nurse, let's move on" you have now 24-7.
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Yup. They don't care though. As long as they release cosmetics and DLCS and people come in in hordes buying it, nothing is going to change.
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- This game isn't worth playing solo queue.
- They don't care about that.
- Nothing is going to change.
- Act accordingly.
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Sluzzy, you’re my favourite person in this forum by far. Keep it up.
I wholeheartedly agree. The issue is, now some killer mains will come running and screaming “But Look At What These SWF did to us!!!!!” Yeah.The game has a huge gap between solo queue/ duo swf/ and 4 man SWF. Solo is unplayable. So those people either quit, only play SWF, or maybe play killer. This game isn’t for people who don’t have friends to play with. Behaviour made sure of this.
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Well, do keep in mind they made sure to force survivors to either SWF or quit. So, its very likely the number of solo queue players decayed a lot and its mostly SWF teams now.
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I mean if you think for a moment I am going to play a match for your amusement, you are horribly mistaken. This is one of the several reasons me and many others stopped playing this game. Solo queue is unplayable, and all the bleeding of players this game has been substaining for the longest time, is in a very big part because of that.
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The game is doomed and has been for a few years now. They have proven time and again they dont know their own game and they dont care, either. BT basekit, I agree with because it would help solo queue, but it is by far not enough.
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@JonahsTablet said:
https://forum.deadbydaylight.com/en/discussion/comment/2940071#Comment_2940071
There could be other buffs, I was just spit balling those ideas. We can at least agree that a change more intelligently designed could make some change though, right?
You have to approach things directly. If you wanna punish camping and tunnelling, you have to directly make it unrewarding to do so. This could be done in endless ways.
We didn't want survivors vaulting the same window 30 times in a row. They made it so it would block after 3 vaults. They didn't go like "Oh, beautiful survivors, I'm gonna give you these bunch of free buffs, so you dont even have to keep abusing those windows!!! Because now having that possibility PLUS the buffs I'm gonna give you, you wouldn't dare just take both and abuse both anyway right?!?!
If you want to punish a behaviour (pun intended) you tackle it directly, especially in this game, where people's number 1 priority is ruining everyone else's games and being the pettiest possible.
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@JonahsTablet said:
https://forum.deadbydaylight.com/en/discussion/comment/2940058#Comment_2940058
Yes, it would! I camp and tunnel, but if the better way to play would be to not tunnel and camp, then I would absolutely change the way I play. Imagine if I was proposing changes that would make bullying killers harder, that would reduce the amount of bullying that killers would experience, but by this logic it would not be effective at all.
Well, if any positive reinforcement can achieve that (I don't think so) this certainly isn't it. This would have no impact.
You believe people would "change their ways" because of a hook haste and free pop. What would actually happen is: "Ok, now I have free perks included, and I have more room for perks to continue sweating, camping and tunnelling even harder, now it's even easier to win doing what I always do"
This is like me saying, ok if you allow survivors to move 10% faster and repair 20% faster, they will feel more relaxed... And they will stop bullying noob killers! It will be glorious... everyone will be happy!!!!
Please. Let's stop kidding ourselves.
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@JonahsTablet said:
https://forum.deadbydaylight.com/en/discussion/comment/2940045#Comment_2940045
I play like that, I would like the option to not play like that. I changed the title because I think it was misleading, but you're completely straw manning my argument, I'm saying that people who play fair should be rewarded with a better outcome than those who camp.
As I stated before. What you suggest is simply a killer buff for people who don't camp. What would be the effect on the camping and tunnelling issue? zero.
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I mean, most of them go out of their way to remove 1 survivor from the game with 5 gens left, and they don't show hooks.
Now imagine if it did show hooks.
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Solo queue needs serious buffs. Full stop. Forget about SWF, they already have a million advantages, I can't play solo queue in this game anymore for over 2 years now. It's unbearable and it shouldn't be that way.
Basekit perks like Kindred and the former "Camaradery" perk with the BT perk basekit would be a good start.
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@JonahsTablet said:
https://forum.deadbydaylight.com/en/discussion/comment/2939992#Comment_2939992
If you actually read what I said then you would probably put down your pitchfork and actually argue against what I'm saying, I'm not saying buff killer, I'm saying reward killers for playing in a fair and fun way for both sides.
Imagine I told you: "Hey, I know how to fix the issue of killers going against sweaty SWF squads!!!!!.... give 5.000 bloodpoints to killers for playing against them!!!! That would encourage them!!!!"
You'd just be like, "Really?" Not even worth replying to, right?
Well, that's pretty much what you did there.
People.Who.Play.Like.That.Don't.Care.About.Positive.Reinforcement.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2940009#Comment_2940009
Thats more like it
While I do agree some people just do it to get a reaction out of people and giving a reward for a hook is just not enough, I do think something should be put in place for killers as well to incentivize actually going for chases and defending gens.
Survivors should have some sort of defense for this as well, how ever I dont think just implementing a perk as base kit is the way to go, so I propose 2 things, 1 for each side:
For Survivors, I propose an idea of adding a new status effect called "Mystical". It only activates for 20 seconds when the killer is within 24m of your hook when youre saved. When you have the status effect, jump into a locker to teleport to the furthest possible locker, doing so how ever will give the Survivor Incapacitated, Broken and Blindness for 45 seconds. This is a tool purely to stop camping and tunneling, not something a Survivor can use to get rid of pressure when they dont deserve it
As for killers, maybe if a Survivor has been unhooked twice while theyre X amount of meters away, instead of needing to hook them a third time, they get a mori. Its nothing huge but it can definitely save you time
I mean, I'm trying to argue here, but you seem either new or very oblivious to how people in this game work. The killer would just guess where the survivor is going to be teleported to, and knowing he's incapacitated and broken, he will continue tunnelling. You just have to look at Pyramid head players. They will literally cage someone and go to the other side of the map to continue tunnelling that one player. You either don't play enough solo queue (don't do it anyway, it's not worth it) or main killer.
Most people who sweat for 4ks literally care for nothing else but increasing kill count and ruining other people's matches is their only goal.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2939992#Comment_2939992
Hey Grumpy, how about instead of giving a snarky remark you give your own reasoning as to why you dont agree?
Most people who camp and tunnel to begin with are permanently butthurt and enjoy the reactions they get for playing that way. They feel as if they actually had some skill for increasing the kill count. No amount of rewards will change those people's playstyle. Only way to prevent camping and tunnelling is to severely punish it. Make the Steve hook perk basekit as long as the killer stays within X meters of the hook, make kindred basekit, and of course make BT basekit as well.
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Launched the game today after a couple months break and queued for solo survivor.
First match, omegablink Nurse with the same old boring build everyone and their mother runs Startruck agi blablabla. they all went down instantly. Waited for it to end. Moving on.
Second match. Legion, match starts, hit - hit -hit - someone goes down. DCs. Dc too. Moving on.
/Another few months break I guess
Yeah, the game is at the worst state since release tbh.
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"Lets leave the issue of camping and tunnelling unchanged while we just give more free candy for killers, this way we get absolutely nothing fixed but hey... I main killer so I'd like the extra buff"
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She needs her addons nerfed, and she needs to get reworked.
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Nah think big. 6 isn't nearly enough to fight off those pesky OP survivors. Make it 15 perks with Ruin basekit and we have a deal.