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SuzuKR

SuzuKR

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SuzuKR
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  • Fun fact. There's a really easy tip for people that dislike how other people play even though what they're doing is completely supported by the devs. Get over it, or don't queue up. Or quit the game. Don't queue up if your skin is so thin you can't handle people playing a game through methods devs literally intend to be used. Quit ruining it for your teammates and other players.

  • People unironically defending a free buff to an already balanced mechanic working exactly as intended will never fail to blow my mind. The entitlement is insane. Getting hooked at 100% isn't a bug nor is it a problem. It's working literally the way it's supposed to. Hooking overrides wiggling. The people trying to sidestep it by bringing up accessibility when great skillchecks have literally zero relevance to that are gross. Don't shoulder your entitlement onto accessibility assisting options for the disabled.

  • @GoshJosh said:

    Because it’s irritating as heck when you reach full wiggle progress, get 400 survival points, and still somehow manage to get vacuumed onto the hook. Hoping this solves that.

    That's not a bug. Hook animation started, which is intended to override it. This buff is stupid and baseless.

  • This is incredibly stupid and abusable.

  • @TAG said:

    I feel like that would make the perk miserable for newcomers. I get and support balancing for the top end, but I don't think the lower end shoud be shut out of the equation entirely.

    They have to learn at some point. Even if it wax buffed to be better, it’s not anywhere near good enough to be meta. It’d still be super niche, and thus rare to see anyways.

  • Using Huntress Lullaby and needing 5 tokens just to hide skillcheck sounds when you can use Devour and threaten a game ending level of pressure at 3 LOL

  • It’s not even worth being a Hex.

  • @Kaitsja said:

    Why is this an issue? It's one second. I can't count the amount of times I have been hooked at 100% Wiggle because the killer begins the hook animation just as I reach that last 1%. In a way, you could say that makes this insignificant buff fair.

    ??? Because you’re supposed to be hooked in that situation, not wiggle free.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754652#Comment_2754652

    All 110% killers have strong powers. So i am sure they will be okey. But if you wanna chase survivors with m1, yeah this can be problem as 110% killer.

    ?? There are infinites that 110s cannot use their power on. That is WHY it's an issue. This exacerbates it even further.

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754695#Comment_2754695

    Okay, but then you would have to add a skill expression to the Killer side for each of those buff. You are kinda ignoring the skill-check component here...so you would have to add a skill component to your buff list too as small as it may be.

    https://forum.deadbydaylight.com/en/discussion/comment/2754698#Comment_2754698

    Please elaborate. You are just putting up points without any logic tying them together.

    First off: Why should wiggle time be consistent? What is the reason behind this assumption?

    Then you just say that it does not add anything to the game. Please tell me why you discard the thought that skill-checks do not add anything. In my opinion this adds a component of skill expression.

    @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754678#Comment_2754678

    Some of those things aren't really the same.

    You will have far fewer instances of being able to wiggle for 15 seconds then repairing generators for example.

    Wouldn't it make more sense to compare reducing killer actions too? For example pallet breaking speed from 2.6 to 2.43 seconds

    Those are skill expressive for the killer though.

    The generator time buff rewards killers who are good at consistently pressuring people off generators.

    The healing rewards killers who can injure consistently.

    The hook state timer rewards killers that can hook well.

    The cleansing/blessing time changes reward killers that can pressure gens better making it riskier to go for totems.

    Self-recovery time change rewards killers that can down well.

    Exit Gate time change rewards killers that can stop Exit Gate escape attempts well.

    By your logic, these are all fine because they are near negligible in the hands of a worse killer that will not be able to take full advantage of these tiny minor buffs.

    After all, they're only essentially irrelevant buffs that mean basically nothing.

    Also, wiggling does not need to have skill expression. It should be a constant. It is balanced AS a constant.

    But hey, if you're fine with vaulting having skill checks and only a great skillcheck is a fast vault and good is medium and failed is slow vault, then sure. Cause why not, let's also add skill expression to that, right?

    Everything does not need great skill checks. Especially when they're balanced around the lack thereof.

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754678#Comment_2754678

    6,25% wiggle time is not equal to 6,25% generator time.

    You need to compare things that are comparable.

    https://forum.deadbydaylight.com/en/discussion/comment/2754675#Comment_2754675

    Why? Where does this add anything benefitcial to the game? Wiggled changes add more interaction and skill to the game. Where does a flat time reduction do such a thing?

    https://forum.deadbydaylight.com/en/discussion/305565/what-is-the-rationale-behind-the-wiggle-buff

    To rewards a skillful player over an unskillful one. Mashing buttons was never an expression of skill. Hitting checks aka quick-time events is an option to do this. Think about quick-time events in Mortal Combat, God of War and other games.

    It is not a buff to survivors per se, it is a buff to skillful survivors and there should be a difference between them...

    I would like to add that a penalty for missing wiggle Skill Checks should also be in place. As when you miss one and can not even score a "good" skill-check your should not get any wiggle progress for 1 seconds or so...

    They're both free buffs for completely zero reason to what are currently balanced mechanics as is on live. Supporting one set of reasonless buffs to a balanced mechanic and not others is hypocritical.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754668#Comment_2754668

    Then let's buff hook states so each hook state is 1 second less.

    Would be 3.75 seconds to be the same proportion of a buff (6.25%).

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754679#Comment_2754679

    To incentivize better play and to give Survivors a little mini-game.

    The buff is essentially irrelevant, like you said. It means basically nothing.

    I'm glad this means you are completely in support of all of these changes as well then. Since these are all essentially irrelevant buffs that mean basically nothing as well (6.25%, exactly the same).

    https://forum.deadbydaylight.com/en/discussion/comment/2754678/#Comment_2754678

  • Huntress hatchets work as intended. They are a spherical hitbox the exact size of the hatchet in diameter. BHVR has EXPLICITLY tested making them flat (like the hatchet shape). It made them literally worthless useless garbage. So it got scrapped.

    Furthermore, the visual model of the survivors is NOT the hitbox. The hitbox of survivors is a pill shape that is the same for every single survivor no matter what that does not line up with the visual model usually.

    That is why the hitboxes are the way they are. A flat hatchet hitbox does not work correctly with the pill shape hitbox.

    Factor in some latency and you get what look like weird hits, which is all working exactly as intended.

    Refer to this image from Peanits, a BHVR staff on the details of the matter:

    https://us.v-cdn.net/6030815/uploads/N8NAGEGQXJX3/screenshot-20200930-232331.jpg

  • 6.25%, yes. I'm glad you are completely in support of every single one of these following changes then, as it's only "just" a small amount, unless you mean to tell me you're a hypocrite.

    • Repair time increased from 80 to 85 seconds per gen

    • Healing time increased from 16 to 17 seconds per health state

    • Hook state timers reduced from 60 to 56.25 seconds per hook state

    • Cleansing/blessing a totem is increased to 14 to 14.875 seconds

    • Blessing a Hex totem is increased from 24 to 25.5 seconds

    • Self-recovery (until the 95% default cap) increased from 30.4 seconds to 32.3 seconds

    • Opening an Exit Gate increased from 20 seconds to 21.25 seconds

  • Great skill checks shortening wiggle time is beyond stupid. Good skill check option being there for accessibility is good. This is not rocket science.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754285#Comment_2754285

    1 survivor died, Solo Survivor user will get 2,5% movement speed.

    2 survivor died, Solo Survivor user will get 5% movement speed. And on this case, you already going to win?

    3 survivor died, Solo Survivor user will get 7,5% movement speed, full value. And on this case, you already won game against this team.

    And this perk is not stacking with Hope. So you are still faster than this survivor as 110% killer. And if this survivor dies first, they will never get value from this perk. I don't know why this will be big problem for you. I just can not see point.

    Um, you do realize a survivor at 100% movespeed literally cannot be caught by a 110% on a chunk of loops in this game, right? There are literally infinites in this game. It literally does not matter the killer is faster. Vaults are the determining factor here since the killer vaults at a snail's pace or has to go all the way around. Permanent movement speed buffs are absolutely insanely broken. These movespeed buffs would make even more loops literal infinites, and some against 115% killers as well.

    @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754550#Comment_2754550

    https://forum.deadbydaylight.com/en/discussion/comment/2754285#Comment_2754285

    Would you rather have sole survivor be more of the old left behind where you have 15% increased action speed to anything? Anyway, Mikaela has a point which I accidentally left out. Just go for the obsession before anyone else dies if you don't want them to have value.

    Wow, it's almost like one broken thing doesn't justify another. Funny how that works, innit? Being forced to tunnel a single person out to counter this perk is not justification. On top of that, it doesn't require being obsession, so all 4 survivors can just take it and become game-breaking levels of overpowered in chase. No.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753720#Comment_2753720

    Only one I will argue with is the Sole Survivor one in you thinking it's broken. Think about it, if you can tell that they're slightly faster then try to kill them if possible.

    Yes kill the person who has a movespeed boost that can turn more loops into literal infinites for 110% killers. Do you see the issue?

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753793#Comment_2753793

    It was supporting evidence. In order for it not to be true, everyone playing Nurse would have to be a vet and no people new to her will be playing but that's self evidently wrong. You don't need statistics to verify that there are new people to Nurse that occasionally try her out or try her again but still at the rookie level.

    In order to provide statistics on veteran Nurse's kill ratios we could only do two things: 1) hope Behaviour keeps statistics on hours of killer and their ratios in matches that do not have DCs and last longer than six minutes, which they have not done, or 2) release a poll. Polls on forums aren't scientific though, so if either of us got the answer we wanted the other could just plead "meme voting" and the results have to be thrown out. In other words, there's no way for either of us to empirically prove we're correct.

    Having said all that, I think it's obvious that the numbers you're using are blatantly wrong since they don't take into account skill level of competitive environment. Simple logic dictates that a Nurse's first blink can be juked, and I personally see that in practice, but the second juke is entirely in the hands of the Nurse with no skill set (other than Dead Hard) able to flip that situation. This is counting only towards getting the survivor slugged- not towards flipping the scenario such as a Decisive Strike proc.

    Actually, competitive environment Nurses average 2K against equally skilled opponents. So no. What you asset without evidence can be dismissed without evidence. Without fail, Nurse at high level consistently averages to 2K against equally high level opponents. Which is proven through VODs and tournament result recordings freely available on the internet.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753779#Comment_2753779

    There's nothing objective about that assumption and it disregards people who don't regularly play Nurse and must learn against a high skill curve.

    You are free to give conclusive evidence that Nurse overperforms against players of an equal skill level that know how to play versus Nurse.

    Also, that is not an argument. People that don't know how to play against Nurse will do bad against Nurse. That is not a problem, that's a given. If one side doesn't know how to play against the other, that is THEIR problem. They can learn.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753753#Comment_2753753

    It doesn't matter if you fake right because she gets a second tele and a good nurse will always hit that one.

    The gen average represents new people trying to learn her. If only vets played her she would have the highest ratio by far.

    This is objectively incorrect. Good survivors that know how to play against Nurse playing against an equally good Nurse can consistently 2-man escape on average.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753730#Comment_2753730

    No heS right. Tactically you don't have a say so. The entire chase is dependent on her skill level,not the survivors.

    You and him are objectively incorrect. Chases against Nurse are the killer's mindgames versus yours. Can you fake the better read? Can you make the better read? The better player comes out benefitting. You read it right and you evade the hit. You read it wrong and you get hit. You fake it right and you evade the hit. You fake it wrong and you get hit. If you were correct, she would not consistently 2K average against equally good survivors that know how to play versus Nurse.

  • The Internet’s a world of knowledge at your fingertips. Go look up guides on playing against Nurse.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753128#Comment_2753128

    We have Hope as perk and it is not problem, why Sole Survivor should be problem? And survivors should die because of make this perk work. And i added already, it can not stack with other Haste perks.

    I think you did not understood Babysitter. It will not affect unhooker survivor, this effect will add to rescued survivor. Not to savior. Idea of behind this perk, help to teammate against tunnel.

    We have different opinions for DS then. I have not words for this.

    Camaraderie is strong? Why i am seeing this perk so rare then? I saw this perk just once and guy was trying to Adept Steve. No. This perk is garbage. But if we makes it useful against camp, it can be close to meta. Maybe. For now, 2 survivors should waste time (one of them on hook and other is waiting near to hook.)

    The Broken Wind is good idea of being perk but sadly it is not great. So some buffs can make it good to use. And if you are worrying for auto-heal, we have Circle of Healing and Med-Kits. And so much perks to affect to heal speeds. I don't think this perk will be busted, i don't even think it will be meta. But okey. I will respect your opinion :)

    Thank you for your feedback.

    Because Hope doesn’t trigger until endgame which is why it’s fine. There are loops that are already literal infinites for a 100% survivor against a 110% (4.4m/s) killer. Permanent/long bonus movespeed at any time before endgame is insanely unbalanced. Even minor values like those would literally make more loops become infinites.


    Babysitter/Guardian already gives the unhooked survivor the movespeed though?


    Camaraderie is only meta in higher levels of play with coordination, but at those levels it becomes already insanely strong. What balances it out is needing someone to come, because you can basically force killer to camp, and then walk over to trigger this perk. If the hooked survivor could do it on their own, it’d break gameplay at that level.


    Just cause medkits have broken things or CoH creates problematic interactions doesn’t mean more broken things should be made. A completely unconditional auto heal after every unhook that lets you work on gens or anything else while simultaneously healing is not good design.

  • Movespeed is an insanely volatile thing to hand out. Complete no to the Sole Survivor/Babysitter ideas. The point of Babysitter is the unhooker takes the aggro by making the unhooked less appealing. The unhooker should not be getting the buff.

    Decisive Strike is balanced as is.

    Boil Over not showing the icon is irrelevant when it's obvious from the wiggling side-to-side alone.

    Camaraderie is already a strong perk with coordination. The entire reason it's not busted is it needs coordination. No. This is insanely exploitable as well by forcing/putting the killer into a situation it's dumb to not camp.

    The Broken Wind idea is busted. A free auto-heal after every unhook is literally a double built in Anti-Haemorrhagic Syringe. No. The entire reason Syringe is limited is because of its efficiency, since you can heal AND do anything else at the same time.

  • Is this a joke?

  • Nurse bug fixes happened this PTB patch, so you are wrong.

  • Pinhead breaking his own chains is a major flaw that punishes good players.

  • I don’t think it should be removed. But I think it does need a rework to address the disparity in its functions. Timing and dodging an attack is relatively skillful, affects top tier killers and low tier killers both, and can be also just as easily countered. Using it for distance makes it uncounterable to most killers, which is a hard shut down in chase to pretty much everyone outside of the top tier killers. I think the mismatch in its level of effect when used for distance to a pallet/window should be addressed by either reworking it so the dash is conditional to some criteria or isn’t there.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746176#Comment_2746176

    The hatch makes the last part of the game somewhat exciting, if it is simply impossible for a player to win, they will either jump in and out of lockers to be killed or go AfK. The hatch is great and helps keep the game interesting. Same with keys, now keys did need a nerf, but apart form simply making an item useless we now have an issue with killers slugging survivors for minutes, dragging out matches. I simply with they considered these sorts of things before removing an aspect of DBD that is kind of important.

    I mean, it’s literally their fault for ending up in that situation in the first place. Hatch is actually fair now. It never should’ve been anything more than a potential chance for the last person.

  • Never said it was? But you need to stop making asinine assumptions and attacking people just cause you’re wrong.

  • @Johnny_XMan said:

    It's because they want to have their cake and eat it too.

    I love the killers who play this way and then claim "Nice genrush". No buddy you just think that the match should go exactly how you predict it in your head. For everyone to go down easily and you get to camp/tunnel/slug them AND get a 4k at the end.

    Just had a Ghostface who had the audacity to say he will keep camping and tunneling after he did that to me, to which I replied that he shouldn't be surprised that BT and DS will remain meta, to which he said he did not care.

    At this point many of the things that people get annoyed by swf, seem incidental when you consider the scope in which these playstyles are being used. We are literally required to bring a perk or perk (s) to half-way counter their "tactics" that are available to them 100% of the time.

    Let that sink in.

    It's almost like you do need to bring a perk to play against what is an intended game strategy. That is why it is not base kit. And it does not completely block it, because it is not meant to. It discourages it and buys extra time, which makes it matter.

  • Extremely rarely. In my entire time playing over years, I have only seen cheaters once or twice ever.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751608#Comment_2751608

    People are tentative about perk changes because they don't want to get their hopes up and have kinda just accepted that most of the time nothing even close to it is ever gonna happen to anything they would like to see happen, Coup isn't the best perk to be buffed for perk variety since if it doesn't affect gens it won't affect perk variety like most things in this game. And the saying is backwards I don't know if this was on purpose or not but just putting that out there

    I'm a non-native English speaker.

  • @fulltonon said:

    Nurse is only killer that is on-par in chasing with survivors, play her yourself and try to understand it.

    Every one of moves that you do, is mindgame against her.

    Exactly. This is precisely what makes her the most balanced and skilled killer to play as and against.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751641#Comment_2751641

    Man, one bug make pallet stuns while blink longer and another one made you recharge the blink slower while holding another blink.and those bugs were on EVERYONE.

    The removal of these 2 things alone make the nurse stronger.

    You are free to cite conclusive statistical proof that Nurse overperforms on average when playing against people of equal skill who know how to play against Nurse.

  • Vanity Mirror does not change the fact he has zero mobility, an awful basekit, and zero actual good anti loop basekit. Even with Vanity Mirror, it is literally useless if people realize you have it and just outpace you with distance.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751625#Comment_2751625

    yeah but im sure most people agree exposed perks on nurse are busted

    And most people don’t know how to play against her. People don’t actually ever have proof of her being busted. Everything they cite either disproves their own point and shows she averages out to around 2 kills and 2 escapes, or it is a blatantly uneven match (survivors don’t know how to counter Nurse, one side is way better than the other, etc).

    @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751611#Comment_2751611

    No man.... at tournament level it's always her and spirit or her and blight. She is the best that killers have to offer.

    There is no killer better than her.

    IF YOU PERSONALLY consider the best killer to be balanced and therefore the others to be too weak.... well ok.

    But if she was balanced BEFORE the correction of the bug, now she must be "more than balanced" and she can handle some minor debuff.

    This is the point.

    Yes, you have nailed it. Blight and Nurse are in a good state of balance. The others are too weak. Again, fixing bugs is not a buff whatsoever. That is a completely nonsensical argument. Those bugs did not impact her play always anyways. They happened randomly by pure chance. As in, she can still play without facing those bugs quite often. And those bugs are now fixed so that they don’t. It changes nothing, balance-wise. To imply otherwise is just plainly disingenuous.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751588#Comment_2751588

    i dont think it would be that major at all. only affect exposed mostly.

    especially since alot of perks are becoming useable on special attacks now and hopefully more in the future

    Removing her synergy with Exposed perks is major.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751588#Comment_2751588

    Well man... nurse is the strongest killer in the game :)

    And yes, those were bugfixing but with the bugs nurse sstill performed great, now probably will perform even better.

    At high MMR she is the best, i think she can handle some minor nerfs, otherwise top survs will only meet her.

    She is proven repeatedly to be even balanced against players of even skill who know how to play against a Nurse. MMR just makes it unlikely to actually get a matchup like that. But that’s not Nurse’s fault. This would apply to literally anyone. If one side is much better than the other or one side doesn’t know how to play against the other, of course the outcome is obvious.

  • @bjorksnas said:

    I think just giving a button to choose when to use it instead of not being able to lunge at all since even the start of a lunge consumes a token would put it in a better spot for right now, that seems like too much all at once

    People are way too tentative at ideas of improving niche or not good perks. Incentivizing perk variety starts by making perks good enough to contest a slot for their niche. Besides, shoot for the stars so you land on the moon,

  • 1200, but good reveal of your character for trying to make an asinine assumption for your ad hominem. The Internet is at your fingertips. Try looking up guides on how to play against Pyramid Head.

  • @IlliterateGenocide said:

    for Nurse Just it make it so all post blink attacks count as special. there that it.

    Wraith is annoying but no nerfs needed

    That is a major nerf for no reason to an objectively and statistically balanced killer.

  • 2500 hours and you still have not learned the mindset that you should learn how to play against things instead of complaining and asking for balanced things to be nerfed. Hmmm.

    @soos said:

    I agree he definitely needs a nerf. If you vault a window or pallet he hits you with M2 if you don’t he hits you with M1. And if you run into his trail of torment he will tunnel the hell out of you. I have 5k hours on this game and I can say he is a badly designed killer. Hopefully the Devs listen to their community and nerf him.

    5000 hours and still the same lazy mindset. Shame.

  • Learn how to play against them instead of asking for a nerf. Wraith is weak and Nurse is the best balanced killer in the game.

    @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/305250/the-nurse-and-the-wraith

    The wraith certainly doesn't need a nerf!

    And the nurse is powerful but her killrate is largerly the lowest in the entire rooster due to her high skillcap.

    Sure she COULD handle a little nerf after the numerous buff she received in these months, like the third blink addon and the correction of the numerous bug affecting her.

    Bug fixes are not buffs. That is making something work as it’s supposed to.

  • Filtering out killers is insanely abusable.

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