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SuzuKR

SuzuKR

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SuzuKR
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  • BHVR already stated they are working on testing improvements for solo queue, where the latest example they're working on is status indicators showing what other survivors are doing.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181865#Comment_3181865

    The only issue with Matchmaking is that "High mmr" is essentially non-existant due to the soft cap so a casual player will eventually end up hitting that soft cap which will lead to them being put with people wayyy above that

    I think even you mentioned it on the thread about Alf's nurse streak

    no idea how you could even solve that really, good luck BHVR

    Yeah, it's definitely not an easy issue to solve. Devs mentioned it in a Q&A stream too. Because of people that are way too high up, they get matched with worse players so queues don't take literally hours and so the soft cap is dynamic. However, I think that soft cap is a bit too low currently personally. I wish I could see what the inner workings are like, I'm so intensely curious.

    @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181827#Comment_3181827

    Her main two issues, but not the only ones. Being able to one shot because her attack is not considered special is another issue, starstruck consistently proving this (hey, """"certain"""" killers might have gotten too much use out of AA ;)) ) and I honestly wouldn't mind if the double stun at pallets would come back (labeled as a solved bug) -> would actually make stunning her mid blink actually rewarding

    I get why they removed the double stun for futureproofing consistency, but to be honest, I think functionally, the double stun was perfectly fine. Being able to oneshot is not an issue. Certain maps being too small and exacerbating the effects of TR are the issue, not that.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181830#Comment_3181830

    And where are them?? A killer main create a discussion asking if dredge would be buffed, and Mandy answer him. They buff dredge because they said they heard us. But you won’t find any response to a surv main saying something positive to us about soloQ or the massive killer sided status of this game now

    It's work in progress, as the devs have literally said. Devs said they are looking into ways to help combat reckless tunneling/camping and guess what the result was? Took a while for them to figure out an idea to do, but they did and now there's 10s Haste/Endurance off hook basekit so teammates feel less screwed over for not running Borrowed Time which was nearly necessity before.

    @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181837#Comment_3181837

    I think most Nurse players could be beaten if people had a bit more coordination and a bit more grit (as in not giving up if they get downed quickly). I know Starstruck Nurse isn't fun for anyone but the Nurse but it's not unbeatable

    My stance on Nurse has shifted since Range addons aren't OP anymore. I still think she's got issues that need addressing but for the most part she's manageable by competent survivors. (not saying I'm competent mind, but I can deal with Nurse, most of the time)

    The question is what do we do with casual people who don't play as much as you or I.

    That's pretty much my mindset. If the game did way better at explaining and solo queue lack of info wasn't miserable, I think it would actually help most of the issues.

    Regarding your point on casual players, I personally feel like that boils more down to a matchmaking issue. Casual players exist in every game, but the game should be trying to match them against other similarly casual/less-experienced players more consistently. Regardless if Nurse or not, casual players regardless of side will be less-experienced with facing pretty much anything correctly/playing it well. But a better in-game guide for tips and tricks would also help for anyone interested, as well as improving the loading screen tips.

    For instance, against Plague, a new loading screen tip could be like "If you are going to cleanse your sickness, you should do it as far away from incomplete generators and other survivors as possible. This will make Plague take a lot of time if she wants to obtain usage of her power Corrupt Purge." So people don't just willy-nilly cleanse right next to a generator that needs to be done.

    Example of Nurse tips: "Be unpredictable as possible. If you consistently double back, the killer can learn and adapt. Mix it up! Break line of sight, double back without looking back, look back but don't double back, go random directions, etc. Observe how they play and adapt to it."

    @MTK said:

    The problem with nurse is that if the nurse player is skilled beyond a certain point, it literally doesn't matter if survivors are potatoes or insane gods. They will go down to two blink hits back to back (three blink hits if deadharded) unless they can also teleport(ie hack).

    Nurse is the only killer where this is the case. Be good enough at her and the skill level of survivors starts to not matter.

    That is just wrong. You can see good players doing well or even beating Nurse.

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181831#Comment_3181831

    Sure. Whatever helps you decide your argument is truth and makes you feel superior about not winning as much. Though I would wager that you're just lying to make your argument more credible.

    Fact of the matter, I find blight unpleasant to go against. Just like huntress and her corner curving hatchets or Legion and forever mending, it not fun. Nothing you can say or do will make him feel fun to go against.

    Not finding it fun to go against is perfectly fine and valid. But it's important to understand that not having fun against something does not mean it's overpowered.

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181530#Comment_3181530

    The location marker would probably buff swf more than solo, while only adding messages ( like in IdV) would be "not enough" to close the gap. for some people. So it'd probably be better to add the location marker / ping.

    As for my dislike of automatic info? it's mostly a pet peeve or nitpicking because it'd be compensation for something that swf doesnt even have access to; comms currently are as much a chore for relaying that info as would be pinging that info. But like already mentioned in my other post, I wont complain if those action/location UI elements get added.

    As for the Killer compensation, I used the "buff all killers to Nurse level" argument because we're discussing the equvivalent of "buffing baby nurses to match god nurses" on the survivor team. I reckon I fell for the Swf= good players trap, but that happens when you only have 1 character on a faction thats equivalent to the best of the other faction.

    While other Killers definitely can never reach Nurse power level, I'm sick of the "TOP KILLER OP; PLS NERF; repeat a month later" -trend. I'd rather see all current B-D tier killers buffed so they'd be of the power level of current A-B tier Killers.

    That's pretty much my mindset. Even if it ends up buffing SWF too, it would be a shift of the game itself that allows for equalizing survivors a bit more to make balancing around it not such a polarized difference between solo and SWF.

    I think pretty much all killers minus the S-tiers could be buffed to A-B tier if these sorts of changes were made, since solo would also have much more ways to communicate. Imagine how less oppressive Pinhead would be if solo could now also communicate things like "Going for the Lament Configuration".

  • @Brokenbones said:

    tbf most of the videos are cherry picked

    I'd say improve solo Q first, see if that helps people deal with Nurse. Coordination vs a Nurse is needed I feel.

    Personally, I consider the main two "issues" to be that (1) solo queue have no means of communication or knowing what teammates are doing and (2) she is extremely different from other killers both in playing as and against her, and the in-game tips/tutorial does not do anywhere near good enough of a job of explaining how to play against her to survivors.

  • Which is clearly why devs have mentioned they're looking into ways to improve it for solo queue, such as testing out status icons in the UI to show what teammates are doing. Because they don't care.

  • Nurse doesn't need a change. I would be interested to see your data.

    Range add-ons and 3 blink add-on do need a change. But those are the only problematic aspects of Nurse.

    YouTube videos are going to show wins. That's a given.

    Ragequitting and ruining it for your teammates is not the way to go.

    Outside of her initial two batch of deserved nerfs, devs have virtually never said she is an issue, nor that she needs or is planned to receive changes. In comparison, basically every single other problematic part of DBD has been addressed either as a plan or by action. For instance, old DS? Mentioned it will need a change and then got a change. Mori being 1-hook? Addressed and changed. Old keys and hatch? Addressed and changed.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181775#Comment_3181775

    Yeah I didn't ask for you to explain your point to me, I understood what you meant

    But the people you're quoting and just going "just mindgame better lol" actually would benefit from more substantial replies. Nobody learns anything if you reply to people that way.

    https://forum.deadbydaylight.com/en/discussion/comment/3181773#Comment_3181773

    He is hard to face but not unbeatable, I'd recommend trying him yourself a bit- it helped me learn a lot as someone who swaps between both roles frequently

    Fair point, I’ll try and explain better from here on out. Thank you.

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181768#Comment_3181768

    He can swing around corners. This is flat out wrong. You can't just juke the hit. You need a big, open area and plenty of distance already in order to turn and avoid a hit.

    But I don't expect anyone on this forum to be anything but severely biased in favor of killers. No one will be happy here until survivors spawn on hooks.

    So… Don’t be in his potential trajectory. That is what mindgaming is for. If you think Blight is going to take a certain path, don’t be in that path. Bait him into thinking you’ll take a path you won’t. Etc.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181768#Comment_3181768

    "Mindgame better"

    This isn't an helpful argument, you're not helping anyone by replying to people like this.

    If the survivor thinks Blight is going to go one way, they go the other. If they think Blight is going to slide around the surface, they peel off from the surface. If they think Blight is going to go for a certain bump logic path, they don’t put themselves in that path. So on and so forth.

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181752#Comment_3181752

    You mistyped "no counterplay". When you can swing around corners, the only opportunity to juke or dodge his power is gone. It would be one thing if you had to move in a straight line and could be dodged. You cannot.

    Mindgame better. If you could nullify a power by stepping to the side, that would be stupid weak. You juke it by not being in the path in the first place.

  • Blighted Crow and Blighted Rat are his two best-designed and healthy add-ons. They’re non-situational, meaning you can always get value out of them. They’re strong. They don’t nullify his counterplay, they only make mindgaming more acutely important for something you aren't intended to dodge reactively in most cases anyways. And if they slam multiple times at the start to go for a higher-speed Rush, it means they have less chances to reposition and that they’ll have a longer cooldown to recharge.

  • @Yamaoka said:

    People claim he is op because he is op.

    His power ends chases quickly regardless of the survivor's experience and allows for easy map pressure at the same time.

    That's op by definition.

    Mindgame better.

  • Adrenaline Vial getting buffed was logical. It was an utterly awful meme add-on.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181729#Comment_3181729

    It makes a huge difference. You make substantially less distance making his M2 catch up even stronger.

    "substantially less distance"

    2->1.8s = 12m->10.8m against one of the most mobile killers in the entire game. 1.2m is not getting you out of his range regardless.

    Attack cooldown is mostly irrelevant because 99% of his hits will/should be Lethal Rush which has its own fatigue.

  • @Hensen2100 said:

    He's pretty OP, especially when you consider a number of his addons

    But DBD is balanced around the lowest common denominator so he will never get nerfed; if anything he recently got buffed while clown got nerfed which is a joke

    His basekit and all add-ons except Ring/C33/C21 are perfectly fine.

  • Alch Ring/C33 are the only real main offenders. Ring needs a rework, C33 would be fine if the Hinder was removed.

    C21 is also bad design and should probably get a rework.

  • "Delete (any character)" is an awful idea regardless of the character. It's why the Freddy rework was also such an awful occurrence. It completely deleted an entire playstyle and completely alienated the fans of it, and replaced it with something that basically wasn't even remotely the same.

  • The game cannot tell if it was intentional or unintentional in a way that cannot be tricked to DC on purpose without penalty.

  • Become better at chasing. Even among a team where all of them are decent, there will still be comparatively weaker links.

    Knowing which direction to run a tile and which side to break a pallet from is quite important.

  • @Raptorrotas said:

    Would you prefer the ping to just be a UI-Message, a Map marker at the survivor location, or where they're looking at?

    I'm pretty much more a fan of the ping approach than just spoonfeeding the info via automatic UI. Comms never did generate info from nothing, so it wouldnt be closing the gap but just buffing. But if that's what survs need, then who am I to deny them.

    In another thread people were suddenly claiming that ping tools wouldnt be buffs because they werent automatic and you wouldnt be able to trust randoms to use them. But using tools provided to you is a skill issue (I cringe at that buzzworld lol)

    (Can't wait for "buff all killers to Nurse level" buffs after we buffed "solo" to "swf" lol.)

    I think the Glass Bead add-on for maps that creates a light pillar could be a decent option. Alternatively a ping marker with distance indicated like how most games do it. Example:

    image.png

    Non-location specific messages could be in a UI message on the left beside the survivor icon stuff. For example, "Killer left/MIA", etc.

    What’s your thoughts? The only reason I suggested automatic UI is cause people in voice will usually say things like "repairing/blessing/healing" as they do it to let the others know anyways and so pinging it every time just seemed like a chore.

    I don’t think every killer needs to be buffed to Nurse levels, but buffing solo like this would allow for help for weaker killers and for killers/perks held back to not be too oppressive versus solo/stuff that’s basically useless for or against SWF. Eg, Blindness is basically irrelevant because only one person in a SWF needs to spot something to call it out, and they can call out slugs and hooks anyways.

  • Guessing based off knowing possible spawn location rules/logic/examples

  • @malibu_barbie_26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179348#Comment_3179348

    I have played as Huntress and considering that filter isn’t readily available across all platforms I’d consider it an exploit.

    Devs have explicitly said filters are fine.

  • Survivor working with killer is reportable. If they aren’t working with killer, your issue is nonexistent.

    1. Exhaust killer
    2. Bring to strong/god pallet
    3. Autowin if they don’t have a way to bypass pallet/use power to break at different set speed
  • If you don't want to play against Wesker, don't queue up as survivor.

  • Like Crowman said, it's a very small range and time-window.

  • If you don’t want to play a match out regardless of what parts of the game you might face, don’t queue up. Ragequitting is pathetic and ruins the game for others.

  • This is insanely overpowered and horribly unhealthy design.

  • Sounds like an utter balancing nightmare unless it’s exclusive to event game mode with special rules.

  • Bringing back a feature that just wastes time in 99.99% of cases just for the 0.01% of cases everything lines up perfectly is illogical.

  • People are forgetting Blood Amber is still god-awful design that needs a nerf so it can't nullify mindgaming mid-chase (make it unable to read closer than 8m, problem solved).

  • @Junylar said:

    Can you guys fix the game so that soloQ does not feel so frustrating we have to suicide on hook?

    "have to suicide" is a weird way to spell "ragequit"

  • The immaturity in the community is wild.

  • Don’t be in the Bound path if there’s something for him to slam or throw you into.

  • Not a bug. It’s so you can’t sandbag your teammates.

  • These are overwhelmingly insanely disgustingly overpowered changes.

  • @Gandor said:

    Hook distance offerings don't do anything ever (might be a bug?). It would be more sensible to adjust number of hooks with this offering (-1 for survivors, +2 for killer).

    It used to change hook number and it was changed for being disgustingly busted.

  • Just a note the explanation is a bit reductive and doesn’t account for people who switch between them or are multiple simultaneously.

  • Any Means Necessary was changed cause it was a bug.

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178196#Comment_3178196

    You know, perks can be changed, some killers powers too. Also if you mean twins, that means, they still have enough time to pick the guy up they just downed.

    Also some "strategies" changed cause of patches.

    You are literally asking to reward going down. There’s no reason to change this. Run anti slug perks if you don’t like it. If survivors don’t pick slugs up, that’s their fault.

  • because the code is likely: (text) + (number variable) + (text), so it needs to fit all

  • Uh. You do realize this is literally a strategy this game and multiple killers are is balanced around, right? The counter is picking them up, which means they didn’t get a hook state.

  • @Gandor said:

    If all the hits/pallets/actions were being validated by server, the game would not allow to both drop pallet and getting hit (and oh yes. It can do some pretty weird things in extreme cases - like getting hit 0.5s after dropping pallet and stunning killer). Right now it's clearly done on client and just sent to server the way that user-doing-action sees it.

    That's actually THE reason why having laggy internet will help you brutally when playing killer. It's also the reason why 2 mutually exclusive things can happen at the same time (stunning with pallet and getting hit).

    Stunning and being hit isn’t exclusive. It means you dropped late.

  • Not a bug.

    Teleport priority: Survivor inside/locking it/exiting it/touching it/etc -> Locked

    Also the priority only applies if the lockers are directly connected. If there’s a gap, it doesn’t.

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