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SuzuKR

SuzuKR

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  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164746#Comment_3164746

    Dead Dawg is also one of the smallest maps in the game and one of the most favorable for killer.

    sure, I would consider Dead Dawg to be the most killer-sided map in the game(in my opinion) but he is still winning at 4 or 5 gens on every map. that is the 42%(49%) kill-rate killer right there. worst killer in the game according to dev's.

    nurse needs more buff(sarcasm).

    He is a 7200h comp player Nurse main that pretty much always uses strong builds and plays to win against pub lobbies. Him not slaughtering almost every game would be weirder.

    I never said Nurse needs buffs. Kill rate charts mean basically nothing because merges all factors. Don’t make strawman arguments please.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164746#Comment_3164746

    Get in a locker? Did you watch the video?! Alf pulled 2 survivors out of lockers in 2 seperate games.

    I see killers running Starstruck check lockers all the time. Hop in a locker is not good advice.

    You're totally naive to the fact that this video takes little-to-no skill, and is easily replicable by anyone who wants to invest more than 3 games on Nurse. Sure, good players are supposed to win. But this is not healthy gameplay. No one wants to play a video game where they constantly get their ass kicked back to last Wednesday because the developers neglect to consider something's skill ceiling.

    Why are you still staying in the locker after carrying ended? LMAO

    @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164895#Comment_3164895

    You going to answer my earlier reply, or do you prefer to lie in wait for your opportunity to make passive aggressive comments when your argument lacks foundation?

    My bad, the incredibly intelligent survivors that knowingly stay in a 20m range against a Nurse with Infectious and Starstruck.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164858#Comment_3164858

    Barely did anything? Give me a break.

    Here is Awakened Awareness showing Alf the free kill he is about to get...

    https://us.v-cdn.net/6030815/uploads/AAHJXCMHD5YD/image.png

    Here is Awakened Awareness showing Alf that the meg went nowhere in the 10 seconds she had to hide after screaming from Infectious...

    https://us.v-cdn.net/6030815/uploads/9Y04L6IVJ4TE/image.png

    Here is Awakened Awareness showing Alf that the other survivor is about to commit to unhook, allowing him to proxy camp with a survivor on his shoulder and prevent the safe unhook...

    https://us.v-cdn.net/6030815/uploads/CQUASO58G0OI/image.png

    Who are you trying to lie to? Me or yourself?

    Because it's indisputable how much more value Awakened Awareness gave over Infectious.

    Yes, turns out stupid survivors not keeping distance get punished.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164685#Comment_3164685

    Watch the video and tell me if you think anything SupaAlf did in game 2 was at all skilled.

    A 5 hour nurse could do what he did in this video.

    Make all the excuses you want, but there isn't always reasonable counterplay available. Sometimes survivors are forced into compromising positions, be it because of the map, where the survivor went down, where the remaining gens are/where the gens with progress are, etc.

    I probably play Nurse one game every 200 hours (that'd put me at under 20hrs on Nurse), and I could replicate this video with ease.

    So… if you aren’t in a position you can leave the incredibly small range, then get in a locker for a little bit. This isn’t rocket science. Obviously, the situation isn’t always going to be optimal to completely nullify a perk, but it has enough drawbacks you can play around it in most situations. Beating pub lobby players means literally squat. Good players will beat pub lobbies because they are outright better, regardless of side or build. Dead Dawg is also one of the smallest maps in the game and one of the most favorable for killer.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164685#Comment_3164685

    Agreed, nurse is totally fine and every killer perk should be broken. In fact 1 survs in this video escape using the hatch.

    https://en.wikipedia.org/wiki/Straw_man

  • Ah yes, the perk that…

    1. 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.
    2. Against a killer survivors should be staying split up against regardless of build, which applies to every single killer except Twins.
    3. 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.

    I’m sorry, were you actually being serious or did you genuinely think a 7200h Nurse main that played competitive semi-frequently going against pub lobbies and winning proves anything?

  • Hatch is a non-issue because slugging for 4K exists as a counter.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164591#Comment_3164591

    With direct quotes from the game. I was too lazy to start up the game to get the data from there.

    How much do you want to disprove yourself?

    What is it like being so embarrassingly objectively wrong? Devs have repeatedly stated slugging for 4K is a legitimate tactic. Guess what they’ve also done? They’ve also stated numerous times that survivors hiding and refusing to touch gens at all is a reportable offense that requires video evidence to be submitted. They’ve also stated over and over that doing so counts as refusal to participate in normal gameplay and holding the game hostage.

    Survivor goals are to power the gates and then escape. Which is why doing gens is a part of the game.

    Killer goals are to deny escape, killing survivors in the process. Which is why defending gens is a part of the game.

    Please educate yourself. Thanks!

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164558#Comment_3164558

    If there is no risk, then its a free kill. Downing a survivor isnt a matter of skill, its a matter of time. Having a risk means you're forced to down a survivor early, this is the skill part of killer. When there is no more risk, there is no more skill required. If there is no more skill required, its free.

    As for "In which is explained what is the objective as a survivor, waiting and hiding until the hatch opens isn't among the things written there."

    https://us.v-cdn.net/6030815/uploads/OJYTUEZD38MO/image.png

    https://us.v-cdn.net/6030815/uploads/00OUI6BMSEFA/image.png

    This completely debunks your argument for waiting and hiding.

    As for the survivor objective of doing gens, well, look at the killer version countering your other argument too:

    https://us.v-cdn.net/6030815/uploads/KN52SLQK5K87/image.png

    This is more than enough evidence proving that slugging in a 2v1 is the killer wasting time, not the survivor, like you erroneous try to claim.

    You do realize that is an unofficial fan wiki ran by volunteers right? LMFAOOO

  • DBD players when you counter a mechanic that allows a survivor that doesn’t have to do literally anything except being the last alive a chance to escape after losing:

  • It is meant to be a risk. Doing it through the floor is not a risk. Get closer.

  • @CornMoss said:

    https://forum.deadbydaylight.com/en/discussion/344322/new-nurse-buff-actually-crazy-bug

    Ah yes, the classic camp and tunnel at 4 gens strat as nurse with blink and recharge add-ons. Also neat

    Fatigue addons aren’t even good LMAO

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164416#Comment_3164416

    then what would you do if you were playing surv and one of your teammate dies in the first 2-3min leading you to an unwinnable situation?

    Not care and do gens and chases and whatever, cause that’s still points to get?

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164389#Comment_3164389

    Hatch never rewarded failure. it was always meant to give a chance of survival, a reason to keep on playing the game.

    Imagine if hatch didnt exist, and you are playing a game when someone DC's early or gets tunneled quickly. A game state where there are 3 surv left and 5 gens remaining. The game is pretty much doomed in 90% of scenarios, then what would survivors do at that point, knowing they have already lost? throw themselves to the killer?DC?

    Giving a chance of escape in an otherwise likely unwinnable situation is literally rewarding failure.

  • Ping = Time it takes for a piece of information to reach the survivor and then come back to you.

    Packet Loss = A piece of information was lost lost along the way there or back.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164376#Comment_3164376

    Then go hook them? Gigabrain moment.

    The mental gymnastics in excusing mechanics for a killer playing in super boring ways, when all the boring ways that survivors could play in have been removed even though they were playing in a legitimate manner, but defending killer mechanics because they are killer mechanics is amazing.

    Face it, slugging hasnt been touched since 2016, this is the only reason why slugging for the 4k is even a possibility. If we would add comparable survivor mechanics from 2016 back, like old sabotage mechanics, you would be one of the first people to be crying about it.

    Removing all the hooks at 2 minutes in the game? Totally legitimate manner of playing. Yet, it was removed. Why? Because slugging for kills and running perks to be able to reach the basement was extremely boring. With your logic, there is no reason for it to be removed. Just slug them or hook them in the basement. Dead Hard might aswell be reverted too. Totaly legitimate way of playing, super boring to face for a lot of killers that werent Nurse or Blight, but yknow, doesnt matter.

    Maybe trying to excuse the only remaining mechanic when all other mechanics have been rebalanced isnt the hill you want to die on. Slugging will be looked into regardless of your bad arguments to try and keep it, I am just trying to speed up the process.

    It’s hilarious you don’t realize the reason tunneling/camping/slugging hasn’t been addressed in any huge ways so far is because they’re extremely complicated to do without any given idea being abusable or gimmicky. Educate yourself, thanks.

    E4322B4E-BBED-48D5-BB6F-D09D0207DDAF.jpeg


  • @Laluzi said:

    Sounds good to me. I like that it pauses while running - my immediate concern when it comes to these kinds of things is that there are situations where survivors are not completing any objectives or causing any score events because they're running around looking for a totem (Devour, NOED), but focusing the timer on purely stealthy behavior and even accounting for a nearby killer is well thought out.

    I would also disable the timer once only one survivor remains, since the killer can close the hatch to spawn the EGC timer and the game can be made to end that way. But other than that, this solution checks out - and it's pretty sorely needed. Permahiding games are miserable wastes of time.

    Oh yeah, forgot to clarify it would only be for when at least 2 survivors are still alive. Thanks for the feedback! I really appreciate it. And yeah, I included running so there’s no weird edge cases like looking for totems or weird moonwalking killer nonsense.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164351#Comment_3164351

    why would you use hatch except for situations when you can't do all 5 gens?

    If all gens are done and there's more than one surv you should head to the gates.

    It’s just a fun alternate mode of escape at that point. Letting multiple survivors escape when not all gens are done is literally rewarding failure.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164373#Comment_3164373

    Why is the killer able to get 1 kill after being dominated in the match?

    https://forum.deadbydaylight.com/en/discussion/comment/3164351#Comment_3164351

    Then the killer should never be able to kill anyone unless gens are still remaining. Rewarding killers for losing by camping. Yeah no.

    Then go unhook them? Gigabrain moment.

    The mental gymnastics in blaming a killer for playing in a legitimate manner but defending survivors for breaking game rules is amazing.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164329#Comment_3164329

    Wow, its almost like a mechanic that rewards not doing anything special and just walking around with potential to find 1 more extra kill could be better designed. Killing the last one alive isnt dependent on only skill, its also dependent on luck. If you just tunneled because survivors have no comms, that has nothing to do with skill.

    You are literally saying to remove the counterplay of a potential free kill, for a side that has already won.

    But by your logic, we should also remove the ability to camp a hook during the EGC too. How is it fair that the killer can camp to get a potentially free kill when they already lost? Just let all survivors escape at that point, right?

    If the killer can guarantee a 1k, survivors should be able to guarantee a 1e.

    lmao. "Why is a killer able to get a 4K after dominating the match?"

  • @SgtMittens said:

    Friday the 13th would boot counselors idle or not moving outside of a certain radius after 60 seconds. I use Bond just about every match and it's helpful/distressing to see how useless survivors can be.

    I feel like I have added sufficient restrictions to prevent it going off in unintended situations, but being helpful for intended situations. What is your opinion?

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164234#Comment_3164234

    I'd actually would love to see the hatch open again after 1.5 minutes of EGC timer has passed. That way, with killer-sided gates, the killer has to be worried about the hatch, and in the case of survivor-sided gates, it doesnt really matter.

    I also feel like with 2 survivors remaining, especially with the upcoming change that the final downed survivor gets mori'd, that hatch should open if 2 people are dead and 1 person slugged and not inside the Killer's Terror Radius. This gives the killer a risk of a survivor escaping if they leave the slug and forcing the EGC to start early and thus allow for things like Adrenaline to work. If the healthy survivor escapes through hatch, the game instantly ends in that scenario.

    The survivor would be given the option to buy time for their teammate to find the hatch and escape, help them up, look for the hatch themselves and end the game, or wait for the killer to find the hatch to go for an exitgate.

    The only potential problem I see there is that you'd have a chance of 2 survivors escaping through the hatch, but considering trying to turn a 1k into a 0k can easily turn into a 3k. This would be the equalivant of trying to turn a 3k into a 4k but being at risk of a 2k. I'd say those are fair odds.

    Hatch should never ever be possible for more than one person unless all 5 gens are done.

    "Reward survivors for getting beaten"

    Yeah, no.

  • Ah yes, add back an insanely horribly overpowered perk back.

  • I’m still MALDING the scorpion tail leg concept was scrapped:

    image.png

    Live:

    image.jpeg


  • IMO, Black Bridal Head + Black Bridal Body/Greek Legends Body + Greek Legends Weapon are my favorite combos.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164222#Comment_3164222

    They have survived from the killer all game. If a survivor was hiding all game and then slugged me to find that survivor who hid all game, sure, take your time to find them. But in 99% of the games, that isnt the case. You have survivors who have already survived 10 minutes from the killer, some even having been camped and tunneled already.

    As for a free escape, its not free. The amount of people hiding to do so isnt even that enormous. I maybe encounter 1-2 survivors like that per month, regardless if I play killer or survivor, and the only times its more often is when the rift demands people to escape through the hatch.

    And its not really counterplay, its denying an entire mechanic. Hatch counterplay is going there and closing it. You know what is the equalivant around hooks? 2016 hook mechanics where Saboteur could remove all surface hooks permanently from the game at only 2 minutes in. Thats removing an entire mechanic from killers.

    And a hatch isnt a participation medal, its a reason to keep on playing. It keeps risk in the game. A survivor needs to be at risk of death while also having a chance of escape to have a reason to keep playing. If they receive neither, they have no reason to keep trying and instead just hide in lockers for 4 minutes.

    Its boring, and if its boring for 30% of the duration of a match, its problematic.

    Wow, it’s almost like a mechanic that rewards hiding and doing nothing with potential escape could be better-designed. Being the last one alive isn’t dependent on only skill. It’s also dependent on luck. If the killer just never happened to go for you, that has nothing to do with skill.

    You are literally saying to remove the counterplay of a potential free escape for a side that has already lost LMAO

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164301#Comment_3164301

    Obviously?

    I'm not the OP. I never complained about slugging ( I just accept it happens). I was responding to someone who claimed it was always an entirely selfish reason that should be punished when a survivor doesn't pick up a slugged team mate at 2 survivors left.

    I don’t think it’s selfish to not pick them up in that situation. My apologies for misdirected words then.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164284#Comment_3164284

    Aren't willing to do what? What are you on about?

    Are you saying I should just hand myself to the Killer if the second last team mate is slugged because.... you don't like hatch? I'm sorry I'm really confused. Did you read my post?

    No, I’m saying do one of the following. Don’t care which one:

    1. Work on gens
    2. Wait the 4m
    3. Trade and go pick them up and go down
    4. Give up
  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164277#Comment_3164277

    I usually do. But my dude, if there are 3 gens left, come ON. Exit gates are not going to happen and the great Hatch hunt still unfolds.

    So what are you taking issue with again?

    Then just give up and die if you aren’t willing to do that or wait the 4m? I don’t get why you want to reward the side who lost with a potential free escape.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164222#Comment_3164222

    This isn't exactly fair.

    I play Solo Q and in most slug scenarios, the Killer is camping the slug. I can't tell you how many times I've crept up, and heard the pug noise sinus condition of a Wraith cloaked, a stealthed Ghostface wander around, if it's a Spirit she is proxy camping- and picking up the slug is suicide.

    I know there are selfish players (I'm a weathered, Solo Q veteran). But if 2-3 gens (or more) are still up, we are down to 2 survivors- there is NO WAY we are escaping through the gates. And in a way. that's kind of one of the flaws of the game. That the outcome can be decided very early on with no decent pathway for a comeback. But it is what it is. Back to my point: if there are two of us left, and I'm on a second hook state (if the Killer actually hooks me) I will let go so my team mate has a chance at the hatch. It's just understood all around playing Solo Q (mostly).

    When the second last team mate is slugged, I check out if it's reasonable to try to pick them up. 85% of the time it's for reasons stated above (campers, high mobility Killer proxying and the team mate just gets slugged again and the ordeal is repeated). Most of the time letting the team mate bleed out is not for self serving purposes. It's because the situation is untenable.

    It's odd how much the hatch bothers some Killers as at a 3k you've already won. The Hatch is neutral and provides no MMR advancement for survivors. Without the hatch mechanic, no one would play Solo Q. People have to have some kind of hope, or some kind of goal in order to persevere otherwise why play the game?

    If they’re camping the slug, just work on gens? It isn’t weird people want the maximum result. Thinking that’s weird is what’s weird. Why stop at less when you can go all the way?

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3164203#Comment_3164203

    Then wanting the hatch is enough counter reason. And preventing the game from being boring would overrule that reason. So what is your reason to counter that?

    Slugging for 4K is legitimate gameplay. Hiding and refusing to repair generators is refusal to participate in normal gameplay and is holding the game hostage because it is realistically unviable for a killer to find people hiding while avoiding AFK Crows on purpose without spending an absurd amount of time, unless they have a specific power/add-on/perk that would help. This isn’t up for debate. BHVR has made this explicitly clear.

    Boring is subjective and thus irrelevant to balance.

  • Iri Shards would be nice

  • Wanting the 4th kill is enough reason.

  • @[Deleted User] said:

    I think the situation could be iterated upon because it is a legitimate stalemate and like OP said, it completely kills game flow.

    The 4th survivor can't progress the game in any meaningful way without ensuring a 4k. So you're left with a situation where both players 100% die or you have 5 minutes of complete non-interaction for 3 players. It's really boring and the optimal play for the 4th player is to hide and do nothing.

    I personally never do it as killer unless it's a scrim. Not sure on the exact stats, but I've 4k'd over 2000 times in public matches. It's not that deep anymore. I genuinely don't care if someone gets hatch.

    Hatch mechanic should be reworked to be more interactive and skill-dependent IMO. Then the killer won’t have to slug if they want a 4K, and survivors won’t just hide and do nothing and refuse to play.

  • @Hawk81584 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163977#Comment_3163977

    pity mechanic? thats your opinion. they put it in the game so that a survivor has a chance. whether or not you agree with that doesnt change the fact its in the game. Hence why they have keys and perks that make it possible to use them more effectively. shouldnt be up to one side whether or not a mechanic in the game is actually possible.

    DBD players when counterplay exists:

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163977#Comment_3163977

    Its already not reliable, thats the whole point. Its a final effort to give survivors a reason to keep playing. Not a pity mechanic, a final chance to keep playing. If there was absolutely no hatch and the killer was slugging for the 4k. I would have no reason to not hide in a corner of the map.

    Hatch is an option for survivors to tie their personal score, denying the hatch means you refuse to give survivors a fighting chance to tie. That they dont deserve a fighting chance.

    Why would they deserve a fighting chance LMAO??? They literally lost.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163965#Comment_3163965

    You do remember that ending a game is a mechanic too, right? And that survivors were capable of preventing a match to end for hours upon hours on end. Or remember infinites? That was a counter to chase mechanics. Why did those have to change? Because they were unhealthy mechanics, just like slugging for the 4k during a 2v1.

    Imagine comparing infinites or literal hours to a 4m or less timer. The fact you think you’re entitled to the killer not countering what is potentially a free escape mechanic after losing is hilarious.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/3163950#Comment_3163950

    Because getting a 4 man escape actually takes effort. Taking away that final survivor takes good effort and teamplay. Reaching the EGC without any casualties is already more difficult than it sounds, and being able to open the gate and have everyone escape succesfully is quite a task with a lot of risk.

    Slugging for the 4k, especially when there are generators left has no risk. Hatch used to be that risk, but hatch no longer spawns if more than 1 survivor is alive.

    And I am not saying it shouldnt be disadvantageous, that is just you being entitled about the situation, because I clearly stated: "if a game lasts 12 minutes, only to be forced to spend 1/3rd of that match waiting for your teammate to bleed out". That is not a "disadvantage", that is holding a game hostage for 33% of the game untill the bleed-out timer runs out. It's already in their favor because 2 survivors are dead. Just hook the 3rd one and then search the 4th. You already are much more likely to find hatch, and if you find it at the same time, you have priority upon interacting with it. That is disadvantageous enough.

    That is not holding the game hostage as per game rules. The game will end in 4 minutes. Hatch having counterplay is a good thing. Hatch in the first place is a pity mechanic that exists for players on the side that have basically already lost. It should not be reliable.

  • You’re telling me you didn’t unhook someone in 90s and that’s still not enough?

  • @Hawk81584 said:

    basically, killers get to to take away a mechanic from the game the devs put in. i often times find it super pathetic when they get to eliminate hatch all together. They really need to look into this...or just take hatch out altogether.

    DBD players when mechanics have counters:

  • DBD players when people want to play the new killer/reworked map:

  • I don’t know why it’s a bad thing for a killer to try and get a 4K. Have you considered just not unhooking a teammate? Do you really need the 4 escape that bad? Why not just settle for 3?

    Why wouldn’t it be disadvantageous for survivors? That’s literally the point. The killer already got 2 kills and downed a third. It is meant to be in their favor. Same way it is when gates are open and a killer has nobody on death hook.

    Slugging for the 4K is counterplay to a hatch escape.

  • tbh just make it only work on default repair, same way Autodidact does for heals

  • Means you used it too late on the server’s end.

  • DBD forums don’t use whataboutism challenge (impossible)

    Wesker hitbox is too small. Nurse hitbox is standard. Weird hits are from high speed + latency + survivor hitboxes being a bit behind them and not matching the visual model.

  • Oh also, survivor loadouts should be visible to all other survivors.

  • Ah yes, I can see no possible problem with killer location reveal up to every 5s via crow.

  • Probably not a bug. It’s not listed in powers normally. Eg, Twins/Pinhead are the same.

  • TFW devs don’t allow busted interaction:

    But yeah, a note in-game saying it can’t be increased would be nice.

  • @Crypticghoul said:

    Agreed, Shadowborn should be a setting instead of a perk.

    I'd like someone from Behaviour to actually tell me how increasing your fov slightly is supposed to compete with using something like gen slowdown or STBFL in that perk slot instead.

    TFW some people just have to accept they will never get a fourth perk slot unless they want migraines

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