SuzuKR
SuzuKR
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"Patch (insert any patch with significant change) will kill the game, trust me bro" post #11843 🙄
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Unconditionally getting free 100% reduction when the perk is also bugged and mutes sounds it's not even supposed to are both stupid unhealthy. If you want 100% reduction, use a situational time-limited perk.
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War Hero: The effect is ridiculously strong, but the problem is you can give other survivors Exhaustion which will also screw with any Exhaustion perks they have.
Savage Combatant: Too niche to be valuable
Survival of the Fittest: Too niche to be valuable
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People should not have to give up a perk slot to not get migraines while playing killer. Literally nothing of value is lost by making the slider available as an option. Everything that works against killer’s low FOV doesn’t work if the killer has any common sense, and everything else can be done by looking side to side like a good player should be doing anyways.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/334875/nurse-rework-idea
Nurse needs to lose the ability to "blink cancel" by blinking into the floor when she is on "ground level". Attempting to blink cancel should make the nurse just zoom off for a full blink with no down collision.
This would make her not be able to pre-emt survivors and punish for holding a blink too long. It would prevent her from being able to hold survivors in a catch 22 state where they lose if they run and lose if they dont run.
All killers except Tarpper/Trickster should have built in "damage delay" so that when you damage a survivor you have an animation that plays. Namely this would affect Huntress and Nurse. Hitting a survivor makes you clean your weapon or whatever for 3 seconds. Huntress could maybe juggle her hatchet for a moment. Nurse would be required to wipe her weapon and then go into fatigue.
Change these two things and remove her busted addons.... and then we nerf SWF into oblivion and reduce all maps to 9000m².
If you got hit by them dragging down, you got outread and outplayed.
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LMAO, that's literally the point.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3067891#Comment_3067891
Why do you need a slider, who would set their FOV to anything short of the maximum allowed amount? If the devs ever want to increase the FOV that's fine but a slider is unnecessary, just change the parameter to whatever the highest FOV is that doesn't cause gameplay or balance issues.
Not everyone is comfortable with the higher FOV. Like how some people have migraines from playing on the default 87°, some have strain from playing on 103°.
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@TheeSpongeman said:
https://forum.deadbydaylight.com/en/discussion/comment/3066513#Comment_3066513
I mean... wouldn't you just expand the variables of the hitbox to make it bigger? Why would that take months to fix? Make the blights bump hitbox go to his shins or ankles.
Because they are wrong. It is an intentional feature.
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No, because it screws with lighting balance.
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Doing this cool thing called focusing on improving yourself instead of blaming your teammates.
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For the last time, anecdotal experience is not evidence.
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Because it’s an intentionally created mechanic.
People mix up hug tech and sliding. Hug tech is one way to slide. Sliding is the bigger umbrella. Hug tech is unintentional, sliding isn’t.
Proof:https://www.twitch.tv/mclean_yep/clip/SullenProductiveAlmondPastaThat-3gIl_qyQ2UAmaqun
https://clips.twitch.tv/SaltyBeautifulFoxTriHard-d5EklvyTscZluOLe
https://clips.twitch.tv/InnocentSlipperyPlumageBuddhaBar-Ta89Ag9JLRGNVoRQ
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Range and three blinks need reworks but everything else is fine.
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People that think their anecdotal data trumps large amounts of gameplay data from even skill matches both in and out of tournaments will never not be amusing.
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@Sweet_Potato said:
you mean data, which is not mmr adjusted, not adjusted for maps, taking into account farming matches and so on?
If you have several thousands hours in this game you should have collected enough data to make valid conclusions.
You have this weird misconception I’m going off of BHVR’s data. Which BHVR themselves say they dislike posting because it merges all factors and people take out of context. I’m not.
I’m going off a mix of tournament and non-tournament high levels of play where even-skill matches happen. The former shows what happens at the absolute highest levels of play, including in tournaments with no restrictions whatsoever (which means it could basically have been a coincidental pub match). The latter shows at the non-tournament high level of play how they do against other equally skilled survivors.
In both cases, they are alike in that it comes out to being an even 2K average.
I don’t know why you think thousands of hours matters. You can find tons of people with hours like that with the dumbest god dang ideas possible. You will also find people who think the opposing thing for basically everything.
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I don’t know why people think their anecdotal experiences trumps actual large amounts of data.
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If you get a down before Corrupt ends, you already got value.
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Killer Instinct is available exclusively on powers. You are not meant to have a counter to that.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3063643#Comment_3063643
Maybe you didn't even read what you linked. The person who made that post about the "tournament" also said nurse is OP. So...ok.
The "buff solos to SWF and low tier killers to nurse level" is a terrible, terrible idea, I don't know why it gains any traction here. A game where each side is OP is not fun.
https://forum.deadbydaylight.com/en/discussion/comment/3063676#Comment_3063676
I have linked my twitch account multiple times here. It is always greeted the same way. The nurse players realize I am much more experienced than them and suddenly change the topic. The only time I have seen nurse gameplay from one of the nurse main defenders it was a disaster, a player who could barely move their camera to look behind them, and yet they still want to give much more experienced players advice on how to play well.
I never ever said that only good players play on the Korean server. Why must you twist my words to feel like you are making a point? Doesn't that mean your reasoning is super weak..?
The last three paragraphs are all nonsense, so I won't speak to them, but you seem to have read my prior comments. When have I ever said her basekit, the way she blinks should be nerfed?
I believe that:
Map addons need to be disabled for both sides. Too often map offerings are used by both sides to tilt the game way in their favor.
Many maps need to be shrunk
Blight's several busted addons need a rework
Nurse's busted addons need a huge nerf. Her attacks should not trigger perks. If this is not enough of a nerf, after some testing, she shouldn't have her power at the very start of a match, like dredge. Maybe give her 4.4 speed in that time.
SWF should be shown as a group in the lobby for the killer
Healthy grabs on unhooks should be removed from the game. This only promotes skilless face camping
While still keeping their randomness, all maps need to have their resources better situated. Sometimes the same map can be super killer sided, sometimes super survivor sided, just based on how things spawn and connect to each other.
Survivor perks should not be stackable.
The only one of my ideas that gets any backlash is the nurse one. The only possible reasoning is that these nurse mains don’t want to lose their busted toy. Too many of you don't realize how horrid playing as solo queue and a low tier killer on a strong survivor map is.
I have been consistent in always saying the same opinions as above.
Yes, the OP killer with a negative kill rate. Could've fooled me.
Also, they don't need to be buffed to Nurse's level. Even just re-balancing the game and buffing them would be able to bring most killers to an A-A+ level, which is sufficient. Also, you still have this weird assumption that SWF and Nurse are OP. They're only better-performing in comparison because the game is currently juggling balance between solo and SWF. If survivor's side is merged into being just SWF by buffing their information, it allows for balancing around that instead of both solo and SWF. Weaker killers struggle against very good SWFs. Solo survivors struggle against very good S-tiers. Thus, make all survivors SWF, and buff weaker killers. Simple.
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@Sumnox said:
Nurse won't be touched because it's the go-to crutch for killers who need their ego stroked. They like to think they're good because "Nurse is difficult" (she isn't) and "she requires a lot of skill to win" (she doesn't). If being as broken and ridiculous as she is you already have people dedicated to professionally whine 24-7 on this forum for a living, imagine if she was actually a fair and balanced killer.
Who's whining? You?
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3062031#Comment_3062031
Your point exactly proves why she should not be on the game the way she is. She is outdated and was only fix for when there was infinities and pallets everywhere. Vut now she is not needed anymore as those things are gone and killers getting buffs and her last counters taken away dh and ds.
People keep using this fallacious argument, but you are just wrong. Infinites never affected her. She doesn't loop normally. Whether or not infinites exist is irrelevant. It's not specifically she was particularly good at countering infinites. It's just she doesn't care about loop structure at all outside of LOS blockers. She was counterable regardless of infinites or not. Infinites not existing doesn't matter anymore. She doesn't auto win or auto lose on any tile.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3063647#Comment_3063647
And with my suggestion in the OP, they still have an overwhelmingly low chance of escape. I'm not exactly asking for a red carpet out the exit gate here you know.
??? They don't need or deserve any extra help. That is literally the point.
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The last survivor is supposed to have an overwhelmingly low chance of escape if the hatch is closed. The hatch was already their last second chance, and they just lost it.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3063359#Comment_3063359
Only the most broken parts of both sides can compete against each other. Yeah...we know.
Everyone can already admit that SWF is super broken. The reason there are so many of these discussions is the nurse players can't admit their toy is broken, same as SWF.
By the way, i've never seen a single tournament that has absolutely no restrictions. Many restrict the killer from camping and/or tally point by hooks and/or restrict their addons/perks.
No tournament that takes itself seriously has ever gone with no restrictions...so...gonna need some proof there.
I've kept track of several tournaments from Asia. Never heard of a no restrictions tournament.
Neither is broken though. Solo information should be buffed so every single survivor becomes "SWF" information level-wise, and rebalance around all survivors being SWF, instead of juggling solo vs SWF balance. SWF doesn't mean good teamwork, just that they can share information.
No restriction tournament: https://forum.deadbydaylight.com/en/discussion/297338/statistical-evaluation-of-an-interesting-tournament/
This is just one, there are others, but this was one that blew up in big attention because it proved play at highest levels is even when both sides go all out. If you're curious about tournaments, Dead by eSports Discord organizes a bunch.
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"Let’s have an actual discussion"
No one has posted any conclusive amount of gameplay evidence that indicates she overperforms (in general/with Exposed perks/whatever) consistently against players of equal skill on an even-sided map.
And before someone tries to do a "gotcha", yes, range/3 blink add-ons are busted and need a rework, as do big maps being made smaller and so on. Basekit and recharge add-ons are a non-issue because recharge add-ons do not affect basekit mindgaming of the actual blinks like range or 3 blinks do.
In the cases where very good players play against other very good players, the difficulty/match up is roughly even. Which there is ample proof of, both in and out of tournament settings. In tournament settings (which the VODs for can be found on Twitch/YouTube), Nurse averages to 2K on even maps, 1.92K if all restrictions are removed. Out of tournament settings where good players getting even matches is uncommon, in said even matches, it still comes out to any wins being through immense difficulty, because both are as good as the other.
SupaAlf (a semi-frequent competitive player that uses very strong builds on Nurse in pubs) has gotten (at last check) 200 wins in a row. Which is unsurprising. Incredibly good player + incredibly good builds + incredibly good character versus average pub lobbies. That said, just like his video from MMR test day 3 (a day when a test for even skill matches were prioritized over queue time), he’s had multiple incredibly tough games even with all three of the factors above (personal skill, build, character), and many he’s nearly lost and won only through the skin of his teeth.
Before anyone loses their mind over it being a 200-game streak, keep in mind, this is not Alf or Nurse exclusive. People have done win streaks on every killer in the game and solo/SWF escape streaks. Even in complete solo, good survivors have gotten several dozen escapes in a row. Hens with a 3-man iirc(?) and comp-style callouts are at 69 wins (3-4 man out) in a row at last check around a month ago. If you made someone like Team Agony play SWF all out with super strong builds, they would obliterate almost every lobby ever. This is the result of the player(s) just being outright better than what MMR can match them against usually.
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It’s almost like that’s literally the point.
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@oreoslurpee said:
https://forum.deadbydaylight.com/en/discussion/comment/3061498#Comment_3061498
not just that your making it sound worse then it shoukd.
"the timer is too fast so my teammates are discouraged to save me because gens are more important" which is basically the saying "gens before friends" so why dont we increase ONLY the tier 2 timer for the hook, so that way the players have more time to finish their gen and then save the hooked player?
Wow, it’s almost like you are meant to have to prioritize unhooking over the gen.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3061564#Comment_3061564
I mean survivors used to be able to permanently sabo hooks and that got changed, which few would argue against being for the better.
Wow, congratulations, you can compare an unbelievably busted state of the game to a change that would unbelievably bust the game. Amazing.
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Why would I hide in the first place? It's a good thing for the killer to see you. It means they aggro you and that gives teammates time to heal/repair/etc.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3061555#Comment_3061555
You're misunderstanding me then, because you're talking like survivors should never be able to wiggle free while being carried by the killer. Because that is what I was talking about in this exchange.
Why would the killer pick them up if they're in a hook deadzone lol
I'm talking about the slug getting up on its own would be stupid. OFC if the killer picks them up, they'd wiggle off. So it'd be stupid to pick them up.
The survivor would be left to bleed to death unless someone comes help them.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3061548#Comment_3061548
Funny, that was said about a lot of things that ended up not only being embraced, but even basekit. CoH killed the game more than any change to date and people still defend its existence and still play the game. You can have a match on the game where predropping every pallet can result in the killer not being able to get a single hook, but the game (lol) yet lives.
Wow, I wonder what could possibly result from removing an absolutely giant amount of pressure that cannot be balanced for because you fundamentally deleted an entire core mechanic. Gee, I can't tell.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3061445#Comment_3061445
"Downed in an area that can't be hooked"
If the killer downs someone in a part of the map where the survivor can wiggle free before getting to a hook is not a "Free pick up".
??? That's on the survivor for going down. Why should they get a free pick up when they'd bleed to death otherwise? That is literally intended. Slugging = No hook state and someone else can come pick them up. If they're by themselves and opted to take no perks for getting back up on their own, that is literally their own fault + their teammates' faults for not picking them up.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3061533#Comment_3061533
did you ignore the part where i talked about how it would need compensation for killers? you could easily do something like having inactive gens regress while someone is on hook and suddenly you'd have both room to punish camping and reward killers for leaving the hook to spread more pressure.
That would literally kill the game.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3061479#Comment_3061479
Hard agree, hook timers increasing or even outright being removed would be a strong preventitive measure for camping. BUT, it absolutely needs to be paired with an incentive to leave hooks. Things like the nerf to pain resonance gives killers less reasons to want to leave the hook, and gives them pressure to offset the pressure they're abandoning by not camping. If hook timers were removed without any supplementary change, all it would serve to do is reduce kill rates.
"even being outright removed"
What are you on?
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"Teammates didn't save me, so the game should be changed."
What?
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3061171#Comment_3061171
It wouldn't be a short timer, it'd have to be a good while. A reason for people to have to wait instead of just DCing because the killer is holding the game hostage.
A killer that was using slugging as a strategy with every intention of picking people up after and hooking them would have ample time to find the survivors, especially with Deer Stalker.
It's not a "reward" for everyone going down because a killer who is actually wanting to play the game is going to hook you afterwords, now you being able to crawl away and hide and prevent them from getting you to a hook is part of the risks of that kind of strategy and that's fine.
A free pick up just because they're downed in an area that can't be hooked is stupid. If no one comes to rescue them, they should bleed out and die.
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Ah yes. You suffered, so everyone else should too. Amazing.
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"Survivors should be rewarded for going down even though their teammates failed to pick them up."
Uh.
@Viskod said:
I think slugging is a perfectly viable tactic however what I don't think should be allowed is for a killer to slug the whole group, and then just go AFK forcing everyone to wait around until they bleed out if no one has Unbreakable equipped.
Once all four survivors have been slugged a timer should start to countdown and anyone the killer doesn't pick up and hook before the timer runs out can get up from being slugged.
This would make it so people can't hold you hostage and it would give survivors more incentive to try to crawl off and hide, adding value to the Perks Deer Stalker and Tenacity.
One big problem with that: How will you distinguish intentionally bleeding people to death from being malicious as compared to doing so because either (A) they can't find where the hell the slug went because of big maps/silent slug bug/etc or (B) being in an area where it's literally impossible to hook them?
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@Pulsar said:
So, the basic attack cooldown reduction, does that also affect Nurse's hit off of a Blink?
Likewise, to anyone who played her on the PTB, how much does the speed boost reduction affect her?
In regards to the first point, it does not. She fatigues, which makes attack cooldown irrelevant.
The second point is actually basically also irrelevant for her, and I'll explain why: Normal M1s will be walking behind the survivor, come into range, attack, get slowed down for a bit, resume chase, walk up behind the survivor, hit them again, right? Thus, the 0.8m distance means less distance they need to make up for walking directly behind the survivor. (AKA, basically whether a lunge/swing can reach them sooner)
However, for killers like Nurse/Blight/etc who move in "bursts" of movement, and especially Nurse, who has the delay while she charges (while Blight and others immediately rush forwards), the 0.8m distance is actually... pretty much negligible. She isn't able to walk up right behind the survivor to make the 0.8m meaningful, and the 0.8m is not going to change whether a survivor will leave the range compared to pre-mid chapter.
2 blinks into a hit -> Fatigue for 3.5s (2 base + 0.5 per chain + 1 for swinging at all whatsoever) at 0.96m/s for 3.36m total -> Another 2.5s to recharge the last blink (3s per blink) at 3.85m/s for +9.625m for 12.985m total -> 2s charging at 2.89m/s for +5.78m for 18.765m total -> 1.5s at 13.333m/s for +20m for 38.765m total -> ~1.2s charging at 1.16m/s for +1.392m for 40.157m total -> ~1s for +12m for 52.157m total.
Meanwhile, the survivor runs for 150% for (2->1.8) seconds which means (12->10.8)m gained. Then for the remaining (1.5->1.7) seconds of Nurse fatigue duration, the survivor gains another (6->6.8)m for a total of (18->17.6)m. Then during the 2.5s the survivor gains another 10m for a total of (28->27.6)m. Then during the 2s the survivor gains another 8m for a total of (36->35.6)m. Then during the 1.5s the survivor gains another 6m for a total of (42->41.6)m. Then during the ~1.2s the survivor gains another 4.8m for a total of (46.8->46.4)m. Then during the ~1s the survivor gains another 4m for a total of (50.8->50.4)m.
As you can see, there's no actual real difference when it comes to specifically Nurse. She moves in bursts with big windups and downtimes compared to M1s: M1 lunges and hits -> Slowed to 3.45m/s for (3->2.7)s -> Resumes at 4.6m/s. Survivor runs at 6.0m/s for (2->1.8)s. Thus, pre-midchapter: Killer makes it 10.35m while slowed, survivor makes it 16m. 10.35+4.6x = 16+4x -> 0.6x = 5.65 -> Killer catches up in 9.41666667s (technically less, because non-lunge is 3m/lunge is 6m). Post-midchapter: Killer makes it 9.315m while slowed, survivor makes it 14.4m in the same distance. 9.315+4.6x = 14.4+4x -> 0.6x = 5.085 -> Killer catches up in 8.475s (technically less, because non-lunge is 3m/lunge is 6m). AKA, killer reaches 0m distance in ~90% of the time they did before. Compare that with Nurse's example, where it's irrelevant either way.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3060496#Comment_3060496
So you think if she has her range addons removed she wont be the strongest killer in the game?
You do realize there's a difference in "strongest" and "overpowered"... right?
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I'm going to blow people's minds: Counterplay should not be reliable. That literally means you can consistently do something to always negate them that they cannot do anything about. That is bad design. Counterplay should come down to one player's skill versus the other (eg, mindgaming). It by nature should not be reliable, because (assuming even skill), it should only be working around half the time anyways on average. Furthermore, hard counters are bad design. For the exact same reason. Hard counters means doing something auto-shuts them down regardless of anything else. That is bad design.
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@Khelendrose2020 said:
Not sure about it being bannable. You'd have to be able to prove they intentionally tried to avoid engaging in the game. If they were tapping hens, hitting boxes or totems, they are not holding the game hostage.
Not that I condone it, but immersed playstyle is a legit style, just like camping and tunneling.
I'm talking about specifically not attempting to do gens at all when there's no Hexes/anything else significant to do. That is confirmed potentially bannable, depending on circumstances.
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I agree. While it is already against the rules and reportable (and potentially bannable depending on the circumstances), there needs to be some kind of help for the people stuck with it in game.
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J-Flicks were an unintentional overpowered bug that was removed a while ago.
Z-flicks were also removed. S-flicks are the closest equivalent now.
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@PatchNoir said:
Hey guys i have a doubt that i couldnt get out of my head since yesterday, i play this game since the Hag came out and mostly as a killer so i had my time with doctor already and noticed some "inconsistencies" with his power, but never had a proof since when i played survivor i almost get no doctors.
His basic shock should stacks half-madness and prevent survivors to drop pallets,vault, and use DH right? and when you get shocked while the effect remains you get an icon on the screen, right?
I noticed when i was playing survivor that before the icon dissapear i could already do those actions, wich is kinda strange, its a bug? maybe that is one of the reasons he is soo weak right now.
TL DR: Doctor shock icon didnt disappear but i can already do actions
Doctor's "disable" lasts 2.5s. Try recording a game next time you go against one and checking it against that perhaps. Might just be a visual mismatch instead of the actual mechanical effect, might not.
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Fun fact: A perk does not have to become meta for the change to be valuable.
Distortion was given a way to regenerate tokens, a long asked for feature that helps make the perk usable longer.
Botany Knowledge heal speed is significant.
Power Struggle buff makes an actual notable difference in how long it takes to reach the needed amount in its proper build.
Saboteur gives a way to identify Scourge Hooks so they can be bodyblocked for or destroyed with a toolbox even if not the perk itself.
WGLF became even better at slug recovery by giving them Endurance if you meet the simple condition beforehand.
So on and so forth.
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I'm going to blow your minds:
Extremely good players will win almost every single game. Why? Because they are outright better than what MMR can consistently match them with. There is not enough players of their level in the first place consistently on in the same region in the needed 1:4 ratio.
There is a reason good killer players have huge winstreaks on literally every killer in this game. There is a reason good survivor players have huge escape streaks. Hint: It's not about balance.
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Apparently, this is hard to grasp for certain people, but winning a mindgame is not exclusively on one side or the other. It is on both. Person A mindgames Person B. Person B reverse-mindgames Person A. The more skilled player at mindgaming succeeds.
That aside, regardless of your opinions on the matter, all data and actual gameplay evidence indicates that it works out evenly, because said equally skilled players know how to mindgame and reverse-mindgame. Please find actual proof if you want to cite outlandish claims. Spreading misinformation harms the community and attempts at honest discussions.
Fun fact: Mindgaming is not exclusive to Dead by Daylight. It can even be seen in games from ancient civilizations. Pretty much any game of cards is as much. You do not know what the other players hold, nor do they know what you hold. And you both try to read and bait the others.
The more you learn.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/3056379#Comment_3056379
I think you and many people confuse counterplay with RNG.
If a person does x and somebody does Y to stop it, that would be counterplay.
But if a person does x and a person does Y to stop it but Y working is dependent on the skill of x, is that counterplay?
Breaking line of sight would be the main strategy. However good nurses can gauge where somebody is you can try it, however the nurse in theory can hit you 100% of the time. Every chase is dependent on their skill level, which would be ok except a Nurse at the top has a downing potential of less then 30 seconds every chase .
You are ignoring that mindgames depend on the skill of both sides. Also, sure, Nurse can theoretically hit you 100% of the time, but no one can see the future and win every single mindgame consistently. It is not dependent solely on the Nurse's level. It is dependent on both sides' skill at mindgaming.
Case in point: Nurse sees the survivor looking back, expects double back. So she does the first blink a little shorter to not over blink. The survivor expected she would read it that way and looked backwards on purpose without doubling back. But the Nurse may have expected that and blinked like normal. But if the survivor expected she would think the look back is a fake, then they actually double back. It all comes down to BOTH SIDES.
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I’m going to blow your mind. Different people work on different things.