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SuzuKR

SuzuKR

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SuzuKR
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  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134002#Comment_3134002

    No other killer in the game gets to completely ignore pallets, vaults, windows even walls and floors like Nurse does yet all the Nurse mains get all up in every thread saying she's balanced. Basically any time a survivor is locked in an animation the Nurse can get a hit and that is just not balanced plain and simple.

    I'll keep reiterating what I think the Nurse needs:

    • Make any attack where she uses 2 or more blinks count as a special attack.
    • Make it so if she blinks through a falling pallet she gets intercepted and pallet stunned.
    • Make it so that if she gets hit with a pallet during her fatigue the fatigue is interrupted, the remaining fatigue is negated and she gets pallet stunned.

    I think these changes would go a long way to balancing Nurse to be more in-line with other killers while not destroying her with a rework.

    Nurse is balanced. She must win a mindgame for any and every hit, but also is not screwed over by RNG out of their control like other killers. Range and Torn Bookmark is an issue but that’s it.

  • Maybe one day people will stop equating bad players/lack of solo queue information to a killer being overwhelming.

  • I’m going to blow your mind. Unfun means squat. Get over it. Fun is irrelevant to balance, because it's an entirely subjective standard that cannot be objectively designed around. What some find fun, others will find unfun and vice-versa, and neither side's opinion is relevant. If something is balanced, it doesn't matter if it's unfun.

  • This thread confuses me. It’s a 4v1. If the 4 survivors don’t all do well, they will not do well as a whole. Their strength is said numbers. That is intentional. Why should survivors do well if 3 of the 4 of them suck?

  • DBD players when a side uses a strategy to help win:

  • Her basekit is perfectly fine. Range addons can be reworked after big maps are reduced in size, and Torn Bookmark should also get another rework.

  • Range addons can be reworked once bigger maps get size reduced. Torn Bookmark should be reworked again. But she’s perfectly balanced otherwise.

  • Blood Amber is still busted design because it kills mindgaming, and needs its minimum range upped to 8m so it’s unusable in chase.

  • Nurse/Blight, they’re my favorites to play against. Also Dredge and Wesker (once he’s on live) because both are super cool.

  • @Biscuits said:

    If PH is using increased solve time addons you won't have enough time to solve the cube between chain waves. They really just need to make it so chains don't interrupt you from solving, but make it so PH hitting you with his power does.

    You are wrong. Base duration is 6. With both addons, it’s 9 (+2 and +1). After 3 waves of chains, there’s a break for 12 seconds.

  • DBD players when someone uses stuff that’s part of the game:

  • Solves the main issue. After every big size map size is shrunken down, range add-ons can be reworked entirely. Also Torn Bookmark. And then she’ll be completely fine. Her basekit is balanced, it’s just those 3 add-ons are problematic.

  • lmao people are still going on about this

  • But there is also no reason to not buff something if it's weak in its current role and could do better. And if anything, as long as it won't make it overpowered, it should be buffed. By having everything be good in one niche or another, it gives more incentive to use a wide range of options.

  • It's not bad form though. It's a risk that can be punished by smart survivors when done recklessly. It's just a strategy like any other. Like splitting up on different gens, or working on gens instead of healing.

  • This is an issue with solo queue lack of information. Until then, a bandaid fix you can do is Empathy. Let go when you see the killer get super close to the survivor/when they wind up for a longer range attack/etc. Eg, if you see a Huntress winding up a hatchet against them, might want to let go for a few moments.

  • @FacecampingTunneler said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130410#Comment_3130410

    I am probably wrong about ghostface but why shouldn't the killer be able to hit an exit gate to remove progress like with gens, since the killer is literally powerless against a 99 exit gate and there is 0 counterplay

    ??? Kill the survivors before they do that. Or run perks like NWO.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130384#Comment_3130384

    You never said it but when it was revealed everyone online said that to Scott. They’re usher his wife and unborn child would die all cause of that.

    Wow it's almost like two different things can be horrible at the same time, amazing how that works. Cut it out with the whataboutism. Scott is trash, and so are the people who did that nonsense.

  • Because that is literally the point of strategically using Ghost Face's power and he doesn't need a nerf? There is enough counterplay. It's called don't get stalked. Or take a hit while you aren't actively stalked. Eg, while he's carrying/doesn't have power up.

    Gates can be 99'd because having all gens done is literally meant to be significantly in the survivors' favor (outside of perks or whatnot factors).

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130101#Comment_3130101

    Donating to one group of people doesn’t automatically mean there rights will taken away do you know how many parties exist in a group it would take a lot more than one person to take peoples rights away.

    Also He donated more to pro lgbtq groups then anti. Not all groups are bad it’s just that one group.

    plus we weren’t even supposed to see this information it was leaked. So it’s none of our dam business. We shouldn’t have seen that but someone leaked it and you think it’s ok to harass and wish death on his unborn child because of that?

    If you even remotely pretended to actually do your research so you would know what you’re talking about, you would know it wasn’t leaked. It is literally public domain information as required by US law.

  • Hell no. As long as Scott will get any kind of royalties or money from this license, absolutely hell no. If it completely switches hands/sells the copyright/etc (so that even he can’t profit off FNAF anymore) and he will get absolutely nothing whatsoever from the FNAF license at that point, sure. Not a single cent, nor a single mention of his name.

  • Yes, this has been stated to be against rules before. It is reportable (with video evidence they didn’t try to do gens) and potentially bannable depending on factors. It is refusal to participate in normal gameplay and taking the game hostage.

    0229B80D-1E52-49ED-820B-282C9169909B.jpeg


  • I agree, remove the ability to work on generators while the killer is in chase with someone else, it's not fun that the killer can't push them off because they're in chase :v Who cares about balance or strategies, fun above all right?

  • @suddenclaireity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128110#Comment_3128110

    Nurse is my favorite because she feels the most rewarding to play, there is the most skill expression available with her. When you are rewarded for being skilled, that is fun to me. However, more importantly, she is too diverse and establishing a set role for her would make her presence less of a problem when developing new perks.

    Strong disagree on range indicators. Trickster, Huntress, Nurse, Cenobite, etc... they should all have range indicators. "Show Range Indicators" should be a toggle-able option in settings. Again, at competitive levels of play--you're right, it is a distraction. Because once you've sunk hundreds of hours into mastering the ability, it's all muscle memory anyway. So if it's not needed at higher levels of play, not having range indicators only adds artificial difficulty.

    I do not have the same experience with regards to landing hits with first blinks. It would possibly make sense to bring her speed up to at least par with survivors, depending. Again, it's unfortunate that there is no public API or publicly accessible data to be able to make these predictions from a hypothetical place.

    She isn't a problem for developing new perks. BHVR releases and buffs perks that are good or amazing for Nurse regularly. That misconception is a myth.

    Removing her second blink literally kills the mindgaming. Landing first blink hits never works without a survivor misplaying, which is bad design. Return to original location is crap.

  • @Hawk81584 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125589#Comment_3125589

    having a har dtime understanding this one.....are you calling somoene who d/cs a cheater for leaving so a pal can get hatch.....if thats the case isnt it kinda bending the rules of hatch if the killer decides he wants to play the slug game so he can prevent the dynamics of hatch from working? i mean one is more scummy than the other. killers wanting 4ks so much is what led to the delusion that all killers arent viable. problem really is that people arent good enough with that killer to make that killer a viable option at high ranks. but noone wants to hear the truth

    I said hook suiciding for reasons that are NOT cheaters or hatch is immature.

  • Ah yes literally kill the killer and make them useless. Amazing idea. Fun is irrelevant to balance. Range indicator is literally a distraction. Landing a hit with a first blink is literally impossible unless the survivor misplays extremely hard. Learn to mindgame Nurse. Getting hit means you lost the mindgame.

  • @Slowpeach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127924#Comment_3127924

    It isn’t the only thing in there though which is basically what camping and tunnelling does to someone. Making players ‘play’ the least fun part of the game is just a horrible experience and there’s a reason why it gets talked about so often.

    https://forum.deadbydaylight.com/en/discussion/comment/3127926#Comment_3127926

    Okay so if a survivor within a given range then. Yeah that would give it away to the killer but come on this is a major issue. Also if three survivors are in the same spot that’s a lot of information for the killer.

    I don’t say I have all the answers here but a small temporary balance sacrifice in an already insanely imbalanced game is worth it for the sake of game health.

    No it’s not. Strategies will never be fun for all parties involved. One side not having fun does not make it a problem. Is survivors being able to split up and rotate on gens so no matter who a killer chases, others they can’t stop from doing gens fun for the killer? Probably not. The only thing they can do is end chase quicker or map manage better, but that is a fully feasible option which is why it’s not a problem. Is being tunneled fun? Probably not. The only thing they can do is try and not go down. But survivors are also a team, and someone being tunneled means zero pressure on anyone else, which is free gen progression for them. All strategies have their pros and cons. This game is balanced for the majority of players.

  • @Slowpeach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127320#Comment_3127320

    You could make it not stop the timer if the killer is in chase with someone else. Also considering how often camping and tunnelling get talked about and how it is basically being forcefully told ‘you don’t get to play’ and on top of the fact they are actually effective strategies so even if you aren’t doing them to be a jerk you might anyway, I’d think that dealing with this in some capacity should be a very high priority. I mean player choice on whether they want to make the game miserable for someone else? Does that sound horrible to anyone else?

    Obviously any such change would likely imbalance the game but honestly that’s crying over split milk at this point and there’s compensation that could be given if necessary as a short term fix just to help the games health.

    That is still insanely abusable. Then they just hide nearby, so killer knows they’re there but has no reason to chase a currently specific-location unknown survivor which could just give a free unhook. And if 2 are there, it would be stupid to even chase, because leaving hook is immediate free unhook for the other. It forces killer into lose-lose.

  • @uniqid said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127810#Comment_3127810

    If you trully believe that's how the game should be played you're most likely part of the problem mate. Regardless of being balanced around that or not, leaving things as-is is just poor game design. Say what you want.

    From my own experience and I bet everyone else's, games are much more fun when there's no toxic behavior on both Killer and Survivor sides. And keep in mind, the problem is not losing a game, it never was. The problem is someone being forced out of a game feeling like they did nothing at all (because they couldn't) and ending up geeting 5k BP + loss of rank. And why? Because the killer decided he was gonna do a lil' campin' that match.

    I mean, if you want to literally remove fundamental strategies this game is balanced around, you are going to need to massively change the game and add buffs. Outside of people that just do it whenever cause they feel like it, the reason most people do it is because it is strategically the best call. If you don't want the latter group of people to do it, you need to incentivize not doing it by giving actual mechanical buffs for not doing so equivalent to or greater than doing so. The former group will never ever stop. You could make as many changes as you want and people that don't care won't care.

    The joke is you think strategies are toxic. That's like saying it's toxic for an enemy to go for headshots in a FPS because it's not fun you die fast lmao. Fun is irrelevant to balance. You will never ever get a situation where all players think it's fun always. It's an entirely subjective and impossible to attain standard.

  • DBD if there weren't immature players ruining the game for all 4 other people because they decided to queue up despite being too immature to handle playing against something that's part of the game:

    image.png


  • lmao this would literally kill the game

    you do realize tunneling/camping/slugging are strategies this game is literally balanced around, right? lmfao

  • Well see, there's a really simple solution. It's called buff solo queue's information levels up to the level of SWF, so that the game can be balanced around all survivors being SWF. SWF doesn't inherently mean good teamwork, it only means ability to share info. Which an info level buff would achieve. Then killer doesn't need to juggle balance for solo and SWF anymore either. Then buff all weaker killers as needed to match the new level, and voila, you now have a lot more killers who are appealing to play because they can also keep up just fine and dandy.

  • The grab and carry is unavoidable, if it was blindable, people could literally just get themselves in that situation on purpose.

  • TFW a killer gets value from a perk that only gets value from survivors being inside the TR while the killer is carrying, because the survivors failed to appropriately distance themselves, and then from a downed survivor, and then still has to find survivors and then win mindgames in a 30s window to actually get value from the Exposed. Yep, clearly busted.

    Also before someone brings up solo queue lack of coordination, that’s literally one of the reasons among many why solo queue needs the same level of info has SWF.

  • People are whining about it on Nurse for some reason, when it literally isn’t good on Nurse. Even if you start literally right beside the Nurse, by the time fatigue and pickup ends, you are already 26m away. Meaning AA does literally nothing.

  • Maybe people will finally stop whining now?

  • Hook suiciding (when it’s not for hatch/cheater) is for immature players. Don’t queue up if you can’t handle playing. Uninstall instead of ruining the game for 4 other people.

  • @MikaelaWantsYourBoon said:

    Soon she will use Awakened Awareness instead of Infectious Fright.

    It will be fun!

    AA is not good lmao. Even if you start literally right beside Nurse and she picks up the second fatigue ends, you can go 26m before the pickup even finishes.

  • @Pepsidot said:

    They need to re-add hook skillchecks with Reassurance so that survivors can die on hook if they want to, to stop the game from being held hostage.

    Just spawn them at a much slower interval than usual.

    People that suicide on hook don't get an opinion.

    @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3124220#Comment_3124220

    So as a killer main are you going to just not hook survivors to prevent them from killing themselves on hook?

    I'll play normally with the other survivors and ignore the immature player waiting beneath hook if they make it that obvious they're trying to get themselves out of the game. Like you know, defending gens, chasing the other survivors, etc.

  • @Oscarnator said:

    Seems pretty petty. Survivor queues are like 1-2 minutes anyway. If I have a match where my team decides to go down by making the most stupid plays possible I wouldn’t want to spend much longer in the match. But do not DC please stay in the match for 4+ minutes because I don’t want to get timeout again

    People suiciding on hook don't get a valid opinion.

  • lmao, are people seriously losing their minds over AA Nurse

    AA is 20 meters. The lingering aura read is for people who are still in the 20m when carrying stops (drop/hook/saved).

    Let's say you start literally right beside the Nurse breathing down her neck.

    First, Nurse goes through 3.5s of fatigue. Second, she goes through a 3s period (the pick-up animation time). In total, 6.5 seconds before she can even begin to move. Unless a hook is literally right beside her, she will also have to spend time walking, and then another 1.5s hooking the survivor.

    So what does that mean for the other survivors?

    Well, in 6.5 seconds, starting from literally right beside Nurse, they are able to run 26 meters away. What does that mean? They are no longer in AA's range to be revealed at all. Nor will the linger work even if Nurse immediately drops/hooks, because they have to be in the 20m to get the linger when carrying stops.

    Now let's have a bit more of a realistic scenario. You're probably on a generator somewhere. Somewhere in the distance, Nurse is chasing someone, downs them. Odds are, you are already out of said 20m. Even if you aren't, you have more than enough time to get the hell out of there looong before it means anything.

    AA is a meme perk at most. It means survivors cannot hide nearby, and sabotage attempts will probably be noticed early, but that is really about it. If people are splitting up and staying separated from a downed person anyways, it really does basically nothing.

  • @[Deleted User] said:

    Funny, I find face camping to also be 'not engaging in gameplay' yet the whiny killer mains will always retort 'Its a legit tactic! It's not on the list so it's fine! Just play better! Killers get to do what they want to have fun!'

    Stealth is part of the game. Hiding isn't against the rules.

    How about you just get better at finding survivors? After all, if they think hiding is fun, then that's how they enjoy the game.

    Did you not read the original post? If the hatch does not exist/EGC cannot be started, and all living survivors are hiding and not attempting to do generators, that is against rules. That is different from hiding in other forms.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122220#Comment_3122220

    Yes. In an ideal world you probably would be right. This is not an ideal world.

    Wow, it’s almost like that’s literally why I’m proposing ideas for a base kit change that needs to exist.

  • @Zolfo16 said:

    Whispers

    People should not have to run a perk to deal with people holding a game hostage for huge amounts of time by intentionally breaking game rules.

  • @[Deleted User] said:

    Why don’t you just find the survivors? It sounds like you contribute to the game not progressing as well.

    Good luck finding survivors intentionally avoiding AFK crows while walking/crouching around/locker-swapping somewhere on the map. It is unfeasible to actually successfully do this in any non-incredibly long span of time without pure luck. Which is literally exactly why it is against rules. One side is refusing to play, and thus keeping the other in hostage. It's not up for debate.

    @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121427#Comment_3121427

    Sir, you can't dictate; "Survivors MUST do gens at all times so I can easily find them. Even at the end game when they have no idea what the other is doing!". They already get crows if they stay on one spot too long, so they are moving around the map.

    I personally hate the sweat Killers that slug the second last survivor and camp the slug for the entire 4 minutes. Can I force them to go away from the slug at that point and check generators? Not really.

    There are info perks for Killers. Like Darkness Revealed. Just open a locker and see survivors auras if they're near a locker (and a lot of times they are).

    Edit: Re-reading, I see what the core issue is. I personally haven't experienced that much (I get bored and want to be found). How common does this occur?

    It's not too common usually, but when it happens, it's an insanely huge waste of time. It can quite literally go 30-40 minutes+, depending on how stubborn the people refusing to play are. Trying to find people hiding intentionally (thus, avoiding running, but avoiding AFK crows by moving around, etc) is absurdly difficult without either lucky perks or lucky guesses, which is precisely why it's against the rules. I really don't care what way BHVR goes about a base kit fix to the killer player stuck in this situation, as long as it can make this kind of situation no longer a problem. I outlined a few examples, but there's probably more I haven't thought of as well.

  • @AetherBytes said:

    The issue is there are legitimate causes for this. I had a 20m game once where it was me and another survivor hiding. The killer was too oppressive and we couldn't do gens, so we both had hid, by our own seperate decisions, hoping the other survivor died first so we could have a chance to escape.

    That’s literally not a legitimate reason, and the picture literally explains so. It doesn’t matter. You are expected to attempt to repair gens. Hiding and doing absolutely nothing to progress is against the rules. You and them both actively decided to refuse to play and thus keep the game hostage. Whether you’d be punished by BHVR? Depends on circumstances. But against rules ≠ will be punished every time or to the same extent.

    Trying to repair and getting chased off is different from what you and them did, which is taking the game hostage because both of you refused to play at all. You and them refusing to play and keeping the game held hostage are literally the exact kinds of problems this post is addressing.

  • @Milkymalk said:

    https://forum.deadbydaylight.com/en/discussion/338610/people-should-not-have-to-use-shadowborn-to-not-get-migraines

    I will give you the best of reasons: Wider FOV gives a gameplay advantage, all the more for killers whose role is to FIND people who are hiding from them, often in blind spots of their vision.

    LMAO. You do realize hiding beside the killer will not work if the killer has half a brain, and that hiding in peripheral of vision also will not work against good players who will understand they should be sweeping vision side to side to check all around them anyways?

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108068#Comment_3108068

    I never said it didnt, and i do suffer from motion sickness in real life in quite a few situations, i just dont understand how the fov in a videogame makes a difference.

    Then you don't have to worry about it. People it affects do.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109640#Comment_3109640

    Being slugged on the floor for 4 mins isnt exactly "playing it out"

    @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109640#Comment_3109640

    play it out on the floor while the killer is looking for a survivor across a huge map because he doesn't want to risk losing a 4k?

    makes sense lol

    I'm going to blow your minds. Being slugged is part of the game.

  • You queued up for a match. Play it out. lmao?

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