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SuzuKR

SuzuKR

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SuzuKR
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  • There are strong items. Franklin’s exists to counter those. It’s a hyper niche perk that would replace a perk slot that could’ve been used for a much more meta and generally stronger perk. I don’t get the issue. Get over it?

  • @Zolfo16 said:

    Maybe this "classic mode" with only the characters available until the nurse is released with a gameplay and rules of Dbd 1.1.2 may be completely free and allow new players to try the game in a more "casual" environment?

    That would literally be the furthest possible thing from casual with today’s knowledge.

  • It is not a thing because it is absolutely beyond stupid to have to waste 60-120s waiting for them to die on hook or wasting another 60s to pick them back up before hooking and killing them anyways. If not getting an unhook chance as last survivor makes you unhappy, try getting better.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750877#Comment_2750877

    I disagree with their opinion. That's like saying if you're going a against an impossible skill check doctor and you 3 gend is keeping the game hostage, it's not since you can still end it.

    It doesn’t matter if you agree or disagree. They’re the devs. 3-genning is not holding the game hostage because that is literally a strategy for the killer’s job. They are there to prevent your escape.

    Defending gens from completion is part of that goal. Refusing to work on generators is not part of a survivor’s goal. They are expected to work on generators regardless. It does not matter if it’s a super strong 3-gen set up. You are expected to still participate in normal gameplay. If you’re not going to do that, then give yourself up and die.

    Furthermore, it is not even remotely realistic for the killer to be able to find everyone hiding if they straight up completely refuse to play and swap between lockers to avoid AFK crows. ESPECIALLY so on larger maps. That is why devs rule it is a hostage situation. The killer cannot realistically find the survivors and end the game, nor can they start the Endgame Collapse if more than one person is still in the trial and the exit gates are not powered yet. The survivors can go and work on the generators, or die doing so, which progresses the game. The killer cannot realistically force survivors to do that if they refuse to play.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750864#Comment_2750864

    I'm pretty sure there was a discussion on whether or not Survivors could take the game hostage by hiding a few months ago.

    I seem to recall someone from BHVR popping in to say it's murky but there's a point where it's beyond a reasonable game or something like that.

    It is bannable potentially, but requires a video report. It is a reviewed case-by-case basis.

    https://forum.deadbydaylight.com/en/discussion/comment/2750877/#Comment_2750877

  • I'd rather have the tokens gained be based off something the killer can control. Eg, hooks or whatnot. Alternatively, reverting it to PTB where it used to be +100%. And having a way to choose when to use it rather than auto-using it.

  • Going from strawmen to ad hom. What a wonderful person you are.

  • @PlayTwink said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750865#Comment_2750865

    And I'm not gonna have unplayable matches, because of the hackers.

    The amount of them from a few months is already tremendous.

    Thanks to people like with your thinking, we'll have more hackers in the games, because they're afraid of taking an action against them :)

    Using strawmen doesn't help you.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750856#Comment_2750856

    It isnt taking the game hostage since it can still end. You can still try to find them

    Sorry, but you are wrong:

    7FA044DD-E537-4E18-A7DA-01894F373FAE.jpeg


  • @PlayTwink said:

    Can't believe there are so many players that are actually protecting hackers. Disgusting.

    Strawman arguments only hurt your already pointless case. Facing a cheater is incredibly rare. Facing a cheater that will try and keep you hostage instead of just auto-winning after a few minutes is even more incredibly rare. Every single time without fail that BHVR has disabled penalties because of crashing/server issues, people DCing over stupid moronic petty nonsense the second the game isn’t how they want it to go skyrockets. Removing DC penalty makes it far worse because it makes it way more often than facing a hyper rare hostage-holding cheater will ever occur.

  • @Sakurra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750460#Comment_2750460

    What are these stupid reasons? Please tell me it's a bad joke. You can't be serious. If you are, sorry to say but you sound like a crybaby.

    It’s a copypasta.

  • If you are last survivor and already hooked, you don’t deserve the chance. Plus all the other reasons people have already said. Like using the time to troll.

  • So people can immediately quit the second they don’t like how it’s going because they’re too much of an immature self-centered jerk to care about ruining it for the other players? No thanks.

    Going against hackers is rare. Get over it. Removing DC penalty is worse.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750651#Comment_2750651

    people think this game is awful and not balanced. They think that’s bad they should have seen 2016-2018 there was a lot of stupid ######### and broken items in the past

    ??? There is still very unbalanced aspects in this game today. It being even worse in the past does not invalidate current issues. They are perfectly correct to recognize there are still significant balancing issues today.

  • Man, Sluzzy never gets tired of posting bait do they?

  • @Chilli_man2400 said:

    That would actually be interesting. New players will complain and say the game sucks and says it’s stressful and hard. Then tell them to play the classic version the 2016 version and then tell them what they think

    That’s not a reasonable argument. The game can still be stressful and hard now. Old DBD was genuinely just flat out stupid balance-wise.

  • @Crowman said:

    It's fine to not like playing against certain killers. As long as you aren't rage quitting games because of the killer you are facing or demanding unnecessary changes, because you don't like them. I don't see an issue.

    This exactly. Liking and disliking is entirely subjective. It also has nothing to do with changes for game balance. Liking or disliking something is not a valid reason to change it in game, but you are still free to dislike it.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747600#Comment_2747600

    This is relatively accurate (surprisingly) but will only mostly work against beginners and impatient Nurses (often one and the same).

    Still, this is valuable information for players lost against her.

    Going against good Nurses is just that but more advanced. Be better at making and faking reads.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748162#Comment_2748162

    don't forget the complete and utter infinites on the maps, with no window blockers

    I’d need way too much text to list every issue, but yeah. Just put some of the first ones that immediately came to mind. Also the BP grind difficulty, there being no Bloodlust back then, original DBD also didn’t have fall stagger, original BT/DS/Mettle, original Legion, etc. I’m sure I still missed a lot.

  • Anti-loop is good and should be on every single killer honestly. Killers without it are downright bad. It just needs to be interactive and well-designed, like Blight/Nurse/post-nerf Spirit/Pinhead/etc.

  • Ah yes the DBD with literally instant heal syringes/BNPs that instantly did an entire generator/shacks with two windows/jungle gyms with two pallets/20s non-Exhaustion cooldown Sprint Burst/7 blink Nurse/0 hook Moris/etc. Yeah, no.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747659#Comment_2747659

    ye but my post is about the killer playing with the top skill level against top survivors.

    I mean, you can play Nemesis at high level with little understanding. Will you do well? No. Is he among the easiest to play? I'd say yes.

  • Nemesis is rather simple to pick up in my opinion. Tentacle dragging is something that increases the ceiling. But he has the quickest and simplest M2 anti-loop compared to the other "M2 at pallet/window for hit" killers. Shred and Punishment of the Damned (Demogorgon and Pyramid Head respectively) are both slower and have more wind-up, and Deathslinger is harder to play because 110% and can't always hit across pallets. And zombies are usually unreliable garbage, but they can provide some passive pressure if they happen to be near a gen someone is trying to repair that doesn't need any help from the killer.

    Keep in mind, my list isn't about how good the killer actually does, it's just about how easy the killer is to play at a minimum level of understanding.

  • It's a complete coincidence. Grades have no relevance to skill.

  • Highest skill floor: Nurse, Blight, Pinhead, Hillbilly

    Lowest skill floor: Trapper, Wraith, Freddy, Nemesis

    In my opinion.

  • @YOURFRIEND said:

    Only killer I give up vs. Just pointless to try, a good nurse eliminates survivor agency.

    Her power is all about giving the survivor the agency to mindgame her in chase. Let's not spread falsehoods.

  • I've done a similar build with Lethal Pursuer, Infectious Fright, Starstruck, and Agitation. It's a very fun build and is oriented around being hyper-aggressive since there is a complete lack of gen regression, but a ton of chase pressure. Pain Resonance over Infectious Fright would be a bit less chase and chaining pressure, in return for a bit more info and gen regression pressure. Definitely still a solid build.

  • @Chamelion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747387#Comment_2747387

    Okay, fair point in that regards. I'm just wondering if there's a way for No Mither to avoid being OP for an Oni, even if it's a rare occurrence.

    It is literally on you to acknowledge the risk of fueling Oni's Blood Fury if you choose to use No Mither.

  • You are free to dislike or like literally anything in the game. People are also free to have opinions on what you like or dislike. Liking or disliking something has no relevance to its balance. You disliking Nurse does not change the objective fact she is a well-balanced well-designed killer. You can also like killers that were badly designed or badly balanced, such as pre-nerf Spirit. You liking pre-nerf Spirit in this example would not change the objective fact they were badly designed pre-nerfs.

  • If a killer does not have anti-loop, they are a crap killer.

  • @BenSanderson55 said:

    Basement should be removed no longer needed.

    That’s a major nerf for no reason.

  • The entire point is killer is not supposed to be able to bodyblock the basement stairs.

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2742206#Comment_2742206

    You're saying this as if killers aren't restricted as well?

    Most killers have their iris and most broken add-ons banned, perks like deadlock (which is currently the strongest slowdown of the game) are banned from top tier killers.

    Tournaments have tons of restrictions because ultimately this game is just unbalanced on both sides, and those restrictions aim to reducing them as much as possible

    The majority of restrictions are on survivors:

    1. Much bigger banlist
    2. Cannot bring multiple of any perk except for BT which is allowed twice
    3. Much bigger item/add-on restriction list
    4. Maps are predetermined to be a map that either greatly (for weaker killers) or slightly (for top tier killers) favors the killer

    My point isn’t killers aren’t restricted, but the restrictions they have are far fewer in comparison because they need less adjustments for competitive themselves. And several bans for killer are just cause they’re boring to watch or latency reasons, like Enduring/Spirit Fury combo, or Coup de Grace respectively. And obviously, excessive things like Alchemist Ring and other such add-ons are banned as well for balance.

  • You could just learn how to play against her instead of complaining she’s overpowered which is just blatantly objectively incorrect.

  • @Grimzy said:

    It shouldnt count. Since it creates a huge disadvantage to survivors having to play with only 3 people, why should the killer get benefits for it?

    Because they would've gotten it anyways if the person didn't ragequit?

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746056#Comment_2746056

    But wouldn’t it be easier to nerf nurse and survivor to compensate instead of trying to buff 20+ killers to her level?

    No, because nerfing Nurse and survivor to actually match would require so many changes to this game it would be literally unrecognizable from a current standpoint. Other killers can be helped by much more comparatively simple changes, like shrinking larger maps, weighting tile spawn logic better to prevent busted setups, etc.

    Furthermore, Nurse is the best balanced killer in the game (minus stuff like three blinks), and survivor isn't too problematic balance-wise basekit (outside of specific perk interactions). Other killers that are way weaker are the ones with issues design-wise because they're too held back.

  • @Icaurs said:

    Hatch was fine the way it was, the issue was keys. They should have left hatch and simply change how keys work. Maybe only 1 survivor can escape through the hatch with a key instead of multiple, maybe only skeleton keys can allow a player to escape? There were lots of things they could have tried, but they rushed a rework because of course they did, now keys are useless, they are a gimmick item, which would be fine except they are still treated like they are rare. Would honestly rather a brown tool box then a pink key, and nobody sees an issue with this.

    People should not be able to escape unless all 5 gens are done if they are not the last remaining survivor. Ever.

    Also Blood Amber is still badly designed and does need some retuning, as it nullifies mindgames mid-chase.

  • There is nothing inherently wrong with camping/tunneling. The counterplay is in its own making. Camping and tunneling means you ignore other survivors, who are free to power out generators with no risk to their safety. The only issues are mostly solo players' lack of ways to communicate this information that SWF have in voice communication tools by default, and people using it for the sole purpose of harassment and not gameplay benefit. There are also situations where it would be stupid to not camp or tunnel.

  • Mechanical benefits are required to rebalance this game around lack of those strategies being used as strategies. Disclaimer, I don't have problems with them being used as strategies. But if you did want to rebalance the game around not needing those strategies, here's just some random brainstorming.

    For instance, camping is done to maintain pressure around a specific area because it offers better pressure compared to going elsewhere. The risk is that the other survivors are not pressured, so they ignore you and do generators. So an example of a mechanical basekit buff could be something like if the killer leaves a 24m area of the hook, then for the next 30 seconds, generators not actively being repaired will regress at 0.5/s (current Ruin's rate), non-stacking with Ruin. This gives pressure options. You push someone else off a generator and it immediately starts tanking quickly. Or for example, amplifying gen regression to damaged generators within a certain radius of the hook, since another reason to camp is to defend certain specific generators by the hook. So on and so forth. Numbers are all just placeholders, but you get the idea.

    Tunneling is done because it provides more pressure to either get someone to death hook early, or to get someone out of the game which provides massive pressure. The risk is that the other survivors are not pressured, so they ignore you and do generators. So for instance, a solution that would work for weaker killers but would likely need a different one for stronger killers, could be a basekit Make Your Choice of sorts with a shorter duration but less or no cooldown. Then the unhooker becomes vulnerable to being instantly downed, which provides a better incentive to chase the unhooker. And since Make Your Choice does require distancing from the hook, it would not work with camping. So on and so forth.

    Slugging is done because it is a situation where it is better to take the risk to immediately chase another survivor for more pressure than to pick up and carry them and hook them, which can take a significant amount of time. Examples are people being downed on a pallet or in the open with people with flashlights nearby, multiple survivors in the area that you can hit and/or down quickly, so on and so forth. The risk is that they can pick the person back up and thus deny what would've been a hook state if you were able to pick up and hook them. I consider this the far least complainable comparatively of the three. Outside of slugging people to death, there are basically no issues with this gameplay-wise. Camping and tunneling have gameplay merits to exist as-is, but can often be used to just specifically harass a player for the sake of harassment itself. Furthermore, multiple killers are balanced around slugging as a core, which I do not consider problematic.

    But yeah, hope that does give some food for thought, and many of these apply to weaker killers more specifically.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746105#Comment_2746105

    So you're making an argument that Nurse is balanced even in mid level play...? Who hurt you?

    I mean, yeah. Cause she is? Unless you think a good player being able to 4K the average 4 survivors they will probably play against without much difficulty means a killer is broken. Which would make literally every single killer in this entire game overpowered then.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746056#Comment_2746056

    I mean that's probably true in heavily restricted tournaments. I'm talking in a normal game.

    You mean the normal games that are very rarely even whatsoever because of a mix of any of the following of these things?

    • MMR and thus matchmaking being useless, especially for anyone over the soft cap that has to be lowered back down so their queues don't take literally hours

    • People bringing all sorts of builds (eg someone going hyper all out maxed meta versus people doing random meme builds/adepts/whatever non-meta/etc)

    • No guarantee the survivors know how to play against the killer/no guarantee the killer knows how to play their killer

    • Drastically gameplay altering maps all up to complete RNG unless altered by a map offering, which is pretty much only ever used to shift it to one extreme or the other

    • People that may not care to actually try to their best while others may (eg, some people just want to get a challenge or achievement done and don't care how they do otherwise, people sandbagging others, taking game relaxed while others try, etc)

  • @Shirtless_Myers said:

    The nurse is broken and will always remain as such. So long as she becomes able to teleport through walls, floors, pallets, and survivors themselves. The design doesn't work in a competitive format as she creates a game entirely her own.

    As others have stated, she would require a complete redesign, and there would be a heavy amount of backlash from this as she's arguably in a tier of her own making.

    Except... she's literally the most frequently played character in competitive DBD? And still averages out to around 2 kills and 2 escapes even when survivors are heavily restricted in multiple ways and play on a map that's generally better for her than them?

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2746037#Comment_2746037

    Wow you're one of the only people on the forums who actually wants this lol. It's weird that it's a controversial opinion to want an objectively overpowered killer to be nerfed a bit.

    You should learn what those words mean before you use them so blatantly foolishly. As has been repeatedly stated and repeatedly proven, Nurse against equally good players at high levels of play equals out to around 2 kills and 2 escapes on average. With or without restrictions. With, closer to 2-2.5, without, closer to 1.5-2, averages-wise. Sorry, facts don't care about your complaining.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2745601#Comment_2745601

    For the first usage of Sprint Burst...

    It pauses all existing Exhaustion timers.

    Which only matters if there was over 7-8s or so of Exhaustion left when it was paused. Less than that and it lets them keep it 99'd without risking immediately losing it the second they get off the gen even if they don't want to use it cause of the 5s breathing room. This also lets them time and use it mid-chase thanks to it being a free way to 99 the perk. That is the problem, because there are situations the perk can be outright harmful.

  • No. On-demand stun item would be absurdly insanely beyond overpowered. The Ultra-Rare is literally game-breakingly overpowered, on top of every other add-on being already disgustingly overpowered for an already disgustingly overpowered item. There is literally no way you can seriously think that any of this is even remotely balanced. Let me have whatever you're taking.

  • @KolbyKolbyKolby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2745601#Comment_2745601

    The strength doesn't come from that fact that it exhausts you for that amount of time, but from the fact that it prevents people from being unable to recover from exhaustion while working on gens. If they want to recover their perks to use in chase, they can't be on gens.

    I mean, yes, but what I stated is a problematic part of it still.

  • Eh. It's okayish but people can just use it to 99 Sprint Burst instead because the Exhaustion duration is slightly too short. (eg, ~7-8 seconds would fix that). The buff definitely helped since it's not useless once a gen is past 50% progress or whatever it was though.

  • @KateDunson said:

    Bhvr fixed nurse in the upcoming patch, she won't see any change anytime soon sadly, they had a chance to change her

    Why would they change her? She's fine.

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