SupaSlay3r20
SupaSlay3r20
About
- Username
- SupaSlay3r20
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Comments
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I prepped mori rituals, but they all randomly disappeared. I'm very sad about it as I had to play nurse.
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I don't think that any platform has received the changes yet. It's really annoying because you practically have to do the 15 iridescent emblems challenge to advance, and it is still bugged.
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@RekNakkk said:
https://forum.deadbydaylight.com/en/discussion/comment/873469#Comment_873469
aNd yOu CaN uSe iRoN wIlL 2 cOunTEr teh SpRit aSwELl St0p crYiNg.
Stfu we shouldnt be forced to run a perk to counter a certain killer that we may or may not get.
You aren't forced to run anything, and iron will and spine chill are good perks against almost any killer.
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Areas with large amounts of grass can make for some really good trap placements. Placing them on windows can also catch a few survivors.
Whenever you start of a game as trapper, the first thing you want to do is find where gens are closest. You want to do your best to trap up that area so that your trap placements will stay relevant in the late game.
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Most people complained about how the first time was too easy and how they blew through it in a day and a half. Now people are complaining that the challenges are much more of a grind that they will have to go out of their way to achieve. I'll agree that some of the challenges, especially the egc ones, are bs, but none of them are impossible.
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The main difference with ghostface is that he can be taken out of stealth, and it has a decently long cooldown. Ghostface also has to be in stealth to have access to his main power (stalking). Pig and Myers have abilities other than their stealth, with pig having RBTs and Myers having EW3.
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/872967#Comment_872967
Yeah, it takes atleast 3 minutes to find a match for me.
I'm glad that I'm not having to wait 10+ minutes to get into a match as killer anymore.
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@Resurrect said:
https://forum.deadbydaylight.com/en/discussion/comment/871865#Comment_871865
Real Talk . . .
Nurse was a strong killer.
I ranked Nurse and Hillbilly equals at their base. Nurse and her range add-on's were what made her S tier for me.
I also enjoyed playing against the old nurse.
The very reason many/most survivors complained
- she cant be looped like every other killer
- our usual shenanigans won't work against her
Are the very reasons I loved playing against the nurse
- I suck at looping, she can't be looped anyway
- nurse needing to plan ahead of the survivor made her fun to outplay/mind game
That being said even I had a terrible time working over a nurse with her range add-on's.
Conclusion
Nurses base kit was 100% fine. Her range add-on's and for those who really couldn't outplay a nurse her extra blinks needed a rework.
Killers might enjoy a variety of play . . the point of having different killers.
Survivors don't want variety of play . . they want to be able to pull the same stunts on 100% of the killers.
I would have to agree with you. I don't think her bas should have been touched right away. Her addons should have been reworked first, and then she could have been slightly adjusted from their.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/871865#Comment_871865
She's incredibly frustrating to play now.
She needed a nerf to her add-ons and maybe a small nerf to her basekit. Adding a cooldown on top of her cooldown makes her very frustrating to play. I don't like having my eyes glued to my power meter 90% of the match instead of paying attention to the actual game in front of me.
I like what happened with the addons, but I definitely do disagree with the basekit nerf. Basically no one asked for it, but it's what we ended up getting.
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@Piwatte said:
Behavior will never listen us. Not a surprise.
Challenges are ridiculous. Let's play as survivor to be farmed and to be camped, and to be tunnel cuz I will be the obsession. *clap clap* I don't want to play this week cuz you can't make good challenges.
As Killer I won't take pleasure to be mean by hooking everyone in the basement during many games + kill and mori the obsession + kill two survivors with noed during EGC (if I can ;) )
By the way :
You're stats are ridiculous, we want more stats.
I wanted a nerf for the nurse, you make a wrong nerf.
I wanted a nerf for the spirit, you make a wrong nerf.
I wanted a nerf for instaheals, you've done it, good job, only thing good ?
Many things need to be nerfed, maybe in one year.
Just out of curiosity, what would you have liked to see happen to the nurse? Her kill rate and usage both went down, so how was that "a wrong nerf", and what would have been "a right nerf".
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/867493#Comment_867493
BHVR has already taken a firm stance on not adding voice comms and I strongly agree with them.
First off given how toxic people are in this game (not all but many) comms would just be full of screaming insults/racial slurs or people blaring background music.
Second if the option to "opt out" of voice comms was available I believe many would do so therfor comms made no differeance and either you have people confused as to who is/isn't on comms or people jumping to the forums to complain about people not on comms.
You're probably right about the toxicity, but I don't think that their is much else that can be done to bridge the gap between solos and SWF.
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You should be fine as slugging isn't really the same as holding the game hostage. I doubt that the person would even send in footage and report you for slugging.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/859989#Comment_859989
The problem is that the game was created without a SWF option and once they introduced SWF they never planned for the huge imbalance it can create. I do not however think that you should punish people for wanting to play with their friends. While I personally prefer to play solo I understand the appeal many have with SWF, and the game needs to desperately work towards finding a proper balance. I do not think what you suggest would be the right direction as it would turn away a large amoutn of the player base (SWF players).
Where I struggle to follow BHVRs mindset on the whole "we need to fix solo players to be on par with SWFs so we can balance killer around them" is the fact that they are currently nerfing killers even though we are far from an achieved SWF balance. If your plan is to raise one side up so you can have the other fall in line then why are you actively changing both? It seems counter-productive.
I believe that if in game comms were given to survivors, then the game could possibly be balanced around the idea that survivors will be able to communicate with each other.
I really disagree with the "Nerf this, Nerf that" mentality that I see people having. I personally would rather some things be slightly over tuned rather then them being under tuned or completely gutted.
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@hocrux said:
https://forum.deadbydaylight.com/en/discussion/comment/859989#Comment_859989
So let me get this straight.... You can only get better by going against people worst then you? That's delusional, you need to face the best and get used to high rank gameplays and learn to adapt/counter high rank gameplays
I'm not saying that you would get better by going against players worse than you. What I am saying is that if a killer or survivor absolutely pummels you, then it is unlikely that you are going to learn anything from the experience.
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@Venom368 said:
https://forum.deadbydaylight.com/en/discussion/comment/861352#Comment_861352
Is that recently? I thought there was a hard cap on +/- 6 ranks last I knew. Several months ago, it used to be based off of the average rank of a SWF group instead of the highest person.
It could be possible that if there are so few people playing killer on a server, that it just matches whoever with whoever.
A decent amount of my games have ridiculous matchmaking. Sometimes I'll go against a full team of purples, and other times I'll see a rank 2 and a rank 16 in the same game.
Back when I played a lot more survivor (up until around when ghostface released) I was roughly a rank 6. I would occasionally see a rank 20-16 killer, and it just made no sense to me.
Overall, I think that matchmaking is ok, but the ranking system in general might need a big overhaul.
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@Venom368 said:
https://forum.deadbydaylight.com/en/discussion/comment/859989#Comment_859989
That can't happen in the current matchmaking system. The highest ranked survivor in a SWF group must be within 6 ranks of the killer.
I guess matchmaking just sucks then, because when I was rank 10 killer I was playing against rank 2s.
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@PistolTimb said:
Swfs can play with whomever they want. It would punish people trying to help new people learn the game instead of getting frustrated and quitting. Why is this even an issue exactly? You didn't really give any reasoning outisde of the killer getting an easier game.
A rank 10 killer could end up going against a SWF with 2 rank 1s and 2 rank 20s. That killer will likely be looped for most of the game by the rank 1s. It isn't fair for the killer and it isn't helpful to the rank 20s as they won't be getting better by going against a killer that is clearly better than them.
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With undetectable, you should be able to see them, but they won't be able to see you.
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This is what my tierlist would look like. Tierlists are really opinionated though, so don't take what people say about tier placements too seriously.
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Sadly, this isn't even that bad of a message when it's compared to what other people say.
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@OMagic_ManO said:
Why does everyone say she got nerfed, all they did is remove collision lol, like how it should be.
They also butchered the amulet, which was arguably one of her strongest addons.
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I don't like the prayer beads nerf as it now can hurt spirit more than it helps. It would completely remove mindgames against swf as they can just tell each other whenever you phase.
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I would say that the ebony mori is the only mori that is a real issue. It not only can end a game way before it normally should, but it can also cause both survivors and the killer to depip and lose out on a lot of bp.
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Now we wait for a comment on the fact that they used ruin.
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Most killers rely on addons, but survivors aren't really reliant on items or addons. So, logically killers should get a bit more blood points than survivors.
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All survivors should have the same hitbox size.
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I feel that voice chat should be added, but then most killers should be buffed to be balanced around survivors using voice chat.
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My hatchets hit when they should miss and miss when they should hit.
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@Mochan said:
The cooldown change is a nerf for sure, but obviously it's a necessary nerf because nurse is simply overbearing in the right hands.
What you are asking for is what's unreasonable.
Without the fatigue she basically has no drawback to blinking -- she can blink with abandon and never miss a beat. She can still look exactly where survivors are going and track them with ruthless efficiently. Sure, she has to wait until she can blink again, but so what? She knows where the survivor is. She can easily catch up next blink.
The fatigue is the only thing that keeps nurse from being outright "I Win."
It is the only thing that allows for any kind of counterplay.
Without the fatigue, she would be too powerful. Cooldown or not. All killers move faster than any survivor, and she basically has a more powerful version of Spirit's phasewalk. If you remove her fatigue, her power now basically reads:
"You now have Spirit's Yamaoka's Haunting, except it has a 6 second cooldown instead of a 15 second cooldown, you can walk through walls, and you can see survivors while doing it, and it is instant instead of moving faster for 5 seconds."
Tell me how that isn't a broken power?
Sorry, what you are asking for is actually a gigantic buff to nurse.
Nurse moves at 97% against the survivors 100% MS I believe.
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I'd say it won't be too long until the spirit nerfs. It will be mentioned as small nerfs and tweaks, but end up being like the legion and the original freddy nerfs.
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Plague and trapper.
You vomit out bear traps that instantly down survivors if they hit.
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@GuyNamedPubert said:
Ah, so many toxic killer mains here.
Ok, lets put this into play...
You solo queue into a survivor game with a random team, you don't know if they good or bad players, you just know they the same rank as you. You spawn in and start working on a gen, killer has ruin so you decided as the good player you are, you go look for ruin and other totems of sources. While looking, the killer gets into a chase with you, and you are unable to get any totems cleanse because you being chased. None of your teams worry about getting the totems and you can't do anything because you are getting chased. Final gen pops and you hope your team gets the gates open as you run the killer around. But wouldn't you know, the killer has NOED and everyone dies because no totems were cleansed, this was the only time everyone got hooked because the killer just isn't good enough to get anyone until now.
So don't tell someone to "just cleanse" because stuff like getting chased and bad teammates happen.
So, is it your team's fault if the killer stacks remember me and STBFL. Is it your team's fault for going down and giving the killer PGTW and Furitive Chase. Might as well nerf Devour Hope, since you never went down, but your teammates did.
