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SuzuKR

SuzuKR

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  • @Rookie1978 said:

    https://forum.deadbydaylight.com/en/discussion/346919/61-killrate-means-killers-are-op-people

    Isn't that statistic also from a different tracking site that only high-level players are plugging their match info into or something else like it?

    61% and the January update are both BHVR official. Nightlight is by voluntary self-submission which has the biases you’d probably expect.

    @GannTM said:

    You don’t need stats to know how much solo queue sucks right now lol.

    @Jinxed said:

    Well, setting aside any data, the game feels unbalanced and unfair right now for solo queue survivors. The stats are secondary to how the game actually feels to play.

    This is about people specifically using the 61% stat as if it’s even remotely relevant or useful. I agree solo queue can feel awful.

  • An on-demand stun cannot be balanced inherently.

  • @Spirit_IsTheBest said:

    I have a perk I want to share that is really interesting but may be too overpowered haha.

    Combat Strike ~

    '' Years of combat training taught you how to defend yourself even in the most dangerous situations ''.

    Whenever you search a chest, once per Trial you can earn the item called the ''Entity's Glove''. The perk also grants you to be able to rummage through a chest once if it's already been opened. When you have the ''Entity's Glove'', Press the active ability button to put the glove on, when the glove is on, these affects apply:

    • Whenever you are in a chase with the killer, press the active ability to use the Entity's Glove to attack the killer, a short punching animation will play for 1/1.5/2 seconds, if the killer is within 3 meters of you're punching animation, the killer will be stunned for 4 seconds if they are within range, if the killer is not within range or if they dodge the punches, no stun will be applied to the killer.
    • The glove is consumed by the entity whenever you use the glove against the killer, or if you pick up another item by any means.

    '' This item isn't anything out of the ordinary, it's possible that we can use it for to our advantage. This time, our predator becomes the prey.'' - Unknown Survivor.

    on-demand stun

    "may"

  • Ah yes, the add-on Mother’s Dwelling.

    Jokes aside, there’s no killers that need nerfs except to their add-ons. Eg, Tombstone Piece, Mother-Daughter Ring, Alchemist Ring, Kavanagh’s Last Breath/Heavy Panting, Torn Bookmark, etc.

    Most of the significantly weaker killers could use bits of love here and there or a partial rework/extra effects.

  • No. An on-demand stun would be beyond insanely overpowered and unhealthy design. If you want to play a game you can fight back, play something like VHS.

  • Hag, even though I think she’s fine and balanced. I’m just awful with jumpscares and they stress me out a bunch.

    Nurse’s range add-ons are losing the bonus speed if that’s what you meant.

  • Friendly reminder for people who don’t understand how statistics work:

    There is not much to get from data that combines every single possible factor.

    All killers, all skill levels, all solo/SWF/mix, all regional playstyle differences, people playing meme builds, people playing serious builds, people playing for fun, people playing for challenge/tome, people doing made-up challenges, people playing to win, all maps, all items or lack thereof, all addons or lack thereof, etc.

  • @ByeByeQ said:

    I hate this "review."

    They throw numbers at us like we are supposed to care. We are not shareholders. We don't care about usage numbers.

    We care about the experience.

    BBQ & Chili was great for the game. It reduces camping by usually giving killers a target far from the hook and it used to give killers another objective other than kill while giving them a damn good reason to run it. I want 42% of killers running BBQ & Chili because it's good for the game. It reduces camping and tunneling.

    Ever since 6.1.0 killers have found camping and tunneling more rewarding despite the efforts to deter it, while there are no incentives to play fair.

    The fact that BHVR cares more about "peak usage rates" rather than what players are experiencing is really sad.

    You do realize a sizable portion of the community was asking for more diversity right? Now it’s not things like DS DH BT UB vs Corrupt Ruindying Tinkerer almost every single game ever with almost zero variance. Yes, some perks are still the most used, but there is way more mixup in the builds.

  • Hatch is a pity escape that is more about luck than skill. Being able to hide until you get hatch doesn’t mean you did well.

  • "If you want 4 perk slots, just don’t be impaired" 3head take

  • TFW those with disabilities are disadvantaged even further by getting less options for builds and people still think gimmicky gameplay matters more.

  • While this is an infrequent issue, it is still one that needs a better in-game solution.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187582#Comment_3187582

    Yes, but its the rich people that want more money in the first place, aka the killers, in which favor the game has massivly tilted since the last patch, and still they want more.

    And yes, the survivors have a much better perspective, but the killer does have his fov for balance reason. Killers are faster, and survivors dont stab the killer back, so they need something to work with. And chases/pallets/loops are not the only thing in this game, stealth is a factor as well, if you like it or not.

    And the consequences of your proposal is stealth is less viable of an option, aka you take something away from survivors. And thats what compensaiton is about.

    Do you have proof the patch made the game killer-sided as a whole? I can see it happening for solo queue, but I’d want a source for overall, ideally.

    Anyways, native FOV can counter all FOV related tricks regardless Shadowborn can. You don’t need Shadowborn to do that. Second of all, it literally does not matter. If it gives an advantage that’s actually too big? Then balance around it. Balance is not an excuse for lack of accessibility.

  • FNAF, *** that creator and **** him profiting from a licensed chapter collab with BHVR.

  • This isn’t a bug. The game can’t tell intentional or unintentional DCs.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187978#Comment_3187978

    I think genuinely there should be a window, possibly not twenty seconds, after being unhooked where your infection doesn't charge. If a chase starts during that window, it is paused. If a chase doesn't start within that window, infection begins again.

    I think that would be fine.

  • Crows don’t kick them though.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/346701/why-do-i-continue-to-get-infected-in-chase

    While it is definitely problematic, Wesker is built with becoming infected midchase in mind. Personally, I think after becoming unhooked your infection timer should be paused for 20 seconds and if you get into a chase, this timer is paused as well.

    Do you mean paused if immediately chased in the 20s after the unhook, or in general even in non-tunneling? Because I don’t think the latter should apply. If people ignored their Infection and didn’t cleanse it, that’s on them.

  • @skylerbound said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187924#Comment_3187924

    My issues isn’t the 10 seconds, it’s running him for like 30 seconds+ then suddenly hindered indefinitely to no fault of my own.

    Being grabbed is +20/100. Two slams/throws into an object would down you anyways so that’s irrelevant. Passive infection rate is 0.8/s. That would take literally 100s from initial infection to max unless they grabbed and threw you into empty space multiple times. If you’re being tunneled off and don’t have a chance to use the spray, it also wouldn’t matter cause even without the Hindered, it’s not difficult to tunnel.

  • @skylerbound said:

    Had two Weskers in a row tunnel me out of the game after chasing me to the point I got fully infected and slowed down each time.

    why is this allowed?

    I’m not sure why you think not being Hindered would suddenly make you unable to be tunneled out almost as well still. Even without it, he just has to wait out a 10s Endurance and then can kill you anyways.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187915#Comment_3187915

    Take a minute and think about it. It is worth your time.

    Is there action hypocritical? Yeah, thats usually what happens when a victim creates victims of their own.

    A school bully can be a victim. Perhaps they are a victim of their parents, but the kid their bullying doesn't see that. Doesn't make the bully any less of a victim.

    You should listen to people's actions, not discredit them.

    The difference is the players can choose to not queue up if they hate something that is a part of the game that much. People can’t just choose to magically stop being bullied. Ragequitters are not the victims. The 4 other people are.

  • @Deathstroke said:

    Just no 110% killer sucks. Rather see them removed from game than make them 110%. You only have point on blight. Good blight's can use his power anywhere.

    There are multiple locations he has to walk as a M1.

  • @KayTwoAyy said:

    This is some next level victim-blaming.

    Where am I going to "take it up with the devs?"

    I'm not an influencer. I don't have the type of platform that would catch the devs' attention. Even if I did, it doesn't seem like that would work.

    The Feedback section of these forums is a wasteland. If you post directly to Feedback your post just dies with zero traction, invalidating the issue by making it look unrelatable and/or unproblematic.

    People don't feel like their voice is being heard, so they take action.

    We see this in the real world; verbal outcry turns to protests turns to rioting. It is a natural escalation process, and it is all symptomatic of a larger problem. In this case, the game.

    Imagine calling ragequitters the victims, LOL

  • Non-permaranged killers should always be 115% unless their power can be used on every single location and tile in this game, which currently is exclusively Nurse.

  • @scenekiller said:

    I will never advocate for DCing minus a cheater or hacker, but I'll just say this:

    "You're ruining the fun for others" is never going to be a valid excuse. There are plenty of acceptable playstyles that ruin fun for others. No, I'm not saying DCing is a playstyle, but my point is there are plenty of unfun things in this game, both valid or not.

    Talk about how it's against the rules, talk about how it speaks to the immaturity of the player - but don't pretend you care about the fun of others.

    Then take it up with devs, not out on other players. If you queued up knowing you might face a part of the game you dislike and then give up anyways, that is 100% solely and exclusively on you.

  • @Lynxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187148#Comment_3187148

    That comes off a bit hypocritical as most DCs don't happen just because they want to ruin other people's fun.

    They happen because other people ruin their fun.

    It is incomparable. Why? Because one is a legitimate part of the game and the other is undergoing an action that will actively ruin it for the 4 other people because of a legitimate part of the game. If you don’t like that a thing is a part of the game, take it up with devs respectfully. Don’t take it out on other players. It doesn’t matter whether their intent is to ruin it for the other 4 players, that is the result.

  • Why would it be a bug? Distortion only blocks an aura read for 10s per Token. If your aura is still being read after those 10s and another token exists, it will try to block it again.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187790#Comment_3187790

    Eh, Spirit and Huntress would be too strong if not 110. I do agree that in most cases 115 killers feel better to play, but their powers are strong enough to mitigate that. Map size does need to be looked at though. We don't need more large maps.

    Deathslinger you could maybe make a case for. I'd almost want to see how he'd be if he was 4.5m/s (and then probably nerf his ADS movement speed and/or increase the penalty for canceling ADS so faking it isn't as effective). Might be a bad idea, but something I'd be interested to try out.

    Trickster is just a poorly designed killer in general and making him 115 won't fix that.

    Hag just feels outdated to me tbh, but that's more of a personal opinion.

    And then Nurse obviously has to be as slow as she is.

    Spirit being 115 is basically irrelevant. Being a 115 without a power isn’t good, it’s a baseline. Anything slower without a power is awful. And her power requires her to stop to charge it up before using it anyways at which point being 115 isn’t a buff anyways.

  • Uh…? Not sure if you understand or not, but enjoyment is subjective.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187780#Comment_3187780

    Uhm, the extension does not count as an additional attempt at reading, you're not meant to lose more than 1 token in the first place.

    Against Retribution, Distortion loses 2 to cover for the 15s.

  • This has been a bug for a few patches, can confirm.

  • I mean, if you massively buff and change how their powers work, I guess 110% could work, but it’s unnecessary in the first place and cuts away the built up identity and playstyle that already exists.

  • "Ragequitting is the same thing as using dev-acknowledged strategies this game is balanced around."

  • "Well, I’ve never had that issue so it makes no sense." Moment

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187754#Comment_3187754

    No Demo doesn't have charges like Blight and Wesker so there's no way to "correct" if your first attack misses or get around structures.

    The comparison with Demogorgon was to Pyramid Head. Both have extremely small ranges.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187753#Comment_3187753

    Increase Pyramid Head's range from 8m to 16m. Remove the movement speed penalty while setting up Punishment attacks. You could make him something unique instead of a reskin of Demo/Nemesis.

    If you remove the movespeed penalty and give a 16m attack, that is literally uncounterable the second he catches up.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187742#Comment_3187742

    Blight is strong enough that the 110 nerf without compensation buffs would probably only drop him from SS tier to B+ tier because of his map pressure and his potential at loops where his power is effective.

    As for Artist, Wesker and Pyramid Head. I think that 115 speed is a cop-out to make them easier to learn. If the Devs leaned more into their power with some compensation buffs for the 110 nerf, I think they could be more unique and distinguished from the other Killers.

    Pyramid Head range is not comparable at all to a ranged killer. It cannot cross gaps and is extremely shorter range. Making someone 110% in return for a stronger power is also not a great way of going about it, because walking around the map and loops as a 110% is enormous suffering.

    Blight/Wesker cannot use his power on every single loop and tile. Being a 110% means he auto loses a chase in time efficiency there. That is awful design.

  • Wesker and Blight cannot use their powers on every single area and tile and are also melee, so they are 115, because they have to walk normally.

    Pyramid Head does not have the range of a ranged killer and walking as a 110 is utterly awful, so he is 115.

    Artist is 115 because her power requires pre-placement preparation, can only fire in that placed direction, and cannot be immediately fired the second she’s done winding up the initial charge up.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187155#Comment_3187155

    Oh and by the way just look at this: https://www.youtube.com/watch?v=1QIW6juxPwQ

    You really find normal that good player like him can just destroy everyone like there's no tomorrow? xD

    A 7200h comp player Nurse main who almost always uses strong builds and plays to win in public lobby matchmaking games is dominating almost every game? Gee whiz, I could've never guessed!

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187054#Comment_3187054

    Nurse has 100% control on when she release her first blink and where she goes. Her second blink is 3/5 the distance of the first one. If you miss so badly your first blink that you can't correct it with the second than you're just garbage at Nurse and shouldn't play her.

    https://forum.deadbydaylight.com/en/discussion/comment/3187059#Comment_3187059

    Nurse has full control of where she goes and when, especially on first blink. She can also cover more distance with two blink and completely ignore obstables.

    https://forum.deadbydaylight.com/en/discussion/comment/3187061#Comment_3187061

    A good Nurse can very well land a hit after a single blink. If you can't you're just not good enough with her. I've already shown a Nurse main who can do it. Oh and if need be, go take aura reading perk, if you can't land a 1blink hit with those it just proove that you haven't mastered Nurse.

    https://forum.deadbydaylight.com/en/discussion/comment/3187069#Comment_3187069

    So a survivor hiding in a room in The Game is "out of position" or "bad" or what ever, right? What about the fact gen will sometime spawn in a dead zone? What you do then? You tell your friend sorry it's too unsafe? What about Hex:Retribution? Your location is given to the killer for 15s. And you can't tell me to always run a build just for Nurse.

    Also did you just compared Nurse to Blood Fury Ony in how snowbally they are? You know that Blood Fury Ony that last a maximum of 45.45s with -7s for each downed survivor while Nurse's blink take each 3s to charge with no other penality. Ma men you just said Nurse is comparable to a killer's ability that need to be charged & last 45s, or basically saying she's way stronger than Ony which is already a quite decent killer.

    Survivors misplaying proves nothing.

    Badly designed maps are a map issue.

    You can run perks that help counter great perks on multiple killers, like Distortion, which is anti-aura. Every single mobile killer in this game can use aura perks well. Even Spirit, who loses sight after, can still use things like Lethal/BBQ to get an immediate sense where to go initially.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187146#Comment_3187146

    Oh, it's just that you wanted to give reasons. I wanted to follow it up with explanations by one of the people that had a hand at Nurse.

    Oh! Thanks for the source. I had heard people talking about McLean talking about similar things multiple times at different points in time but I wasn't sure where to find a clip of it before.

  • @JacobiusWick said:

    https://forum.deadbydaylight.com/en/discussion/346620/if-you-dc-suicide-afk-sandbag-etc-because-the-game-isnt-how-you-wanted-it

    Then you are the problem. If you have a problem with some part of the game, take it up with devs respectfully.

    Oh yeah, they'll get right on that. lmao

    The devs being slow to handle something you think is a problem in this game does not justify you quitting and ruining it for the others.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187055#Comment_3187055

    I asked McLean, a former dev that had a hand at creating Nurse, myself and I was given 3 reasons.

    1. Nurse functionally has no basic attack since she's slower than survivors.

    2. Her attacks were deliberately designed to emulate a basic attack as closely as possible. All that there are very, very minor differences (such as the reduced range).

    3. It opens up a can of worms of what is/isn't a basic attack again. Oh, Nurse's doesn't count? Why should Slinger's whose attack even deep wounds you? How about Hag who teleports? Should it be determined by a balance perspective or by the attacks' properties?

    Source: https://clips.twitch.tv/BreakableCharmingSmoothieMVGame-JcPXoLCSXDvC8Xtu

    I'm not sure what this is in response to.

  • @JacobiusWick said:

    I've been seeing this for a while and I'm curious. Why is everyone asking for her attack to be special, and what exactly would that mean for her anyways?

    There are people of the mindset Nurse's synergy with Exposed perks which allows her to instantly down a healthy survivor after blinking is overpowered. By making her attack a Special Attack, it would mean she is no longer able to grab by default unless the devs recode it in specifically (like how Wesker's ability handles it) which would also break the associated challenge (3 blinks into a grab), and it would mean she cannot use Exposed perks or any other perk that requires a basic attack. For example, Sloppy Butcher.

  • @Slingshot47 said:

    An FOV change is significant enough to change how easy or hard both sides are to play, similar to how stretched-res gave survivors an enormous advantage. Shadowborn is a perk because giving the FOV increase is an advantage.

    It does not matter whether or not it gives an advantage, let alone for something as small of an advantage as that. Accessibility is far more important and the game should be adjusted instead if that's what it takes to implement said accessibility features.

  • It being good against survivors misplaying or a complete gimmick build does not make something busted. I'm not sure why you came up with those sets of parameters. Why couldn't a survivor be in the TR? Just keep distance from the others and make distance from a downed survivor. You can do a corner gen just fine, it's just obviously a risk that you have to choose to take, much like how cornering yourself to do a gen is dangerous against basically every single killer in this game and especially any mobile one.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187061#Comment_3187061

    Nurse cornering a survivor from blink corraling and lunging at them, Nurse carrying a survivor with Agitation (with or without Starstruck), Spasmodic Breath add-on, Matchbox add-on. Those are 4 methods I could think of off the top of my head. A Nurse cornering someone isn't the survivor misplaying if their only choice is to not run into her. She is more than strong enough without basic attack blinks. You don't need to misplay to hell and back as survivor, just a tiny bit.

    Cornering a survivor from blink corraling takes an extended period of time unless the survivor was already out of position in the first place which is on them. If they were there because they chose to do a gen in said risky location, that is still on them and a risk they voluntarily chose to take.

    Spasmodic is a meme. People shouldn't be that close to a Nurse to be in Agitation carry-attack range in the first place regardless of her build. She's a hyper-snowbally killer. It would be like grouping up against an Oni in Blood Fury. Matchbox is utter garbage, 105% is a joke.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187058#Comment_3187058

    Even when playing with friends and coordinating bodyblocks when a killer is hard tunneling the not so good friend, that still isn't enough and we can't crank out gens faster than the killer can hard tunnel. This is partially due to there only being 1 plausible level of anti-tunnel at the moment due to endurance not stacking, and DS being nerfed out of existence.

    Semi-off topic to the thread, but I honestly think slowdown and second chance are both basically bandaids for poor map and tile design. Because think about this. If:

    1. All maps were evenly-sized (not puny like Midwich or Gideon or whatever, not giant like half the maps in this game)
    2. Tile spawn logic was way less extreme on either end (no giant dead zones, no triple long wall jungle gym into shack, etc)

    Then traversing the map and chases would both happen quicker, right? Then this means pressuring different locations and generators on the map becomes more frequent. Which in turn would reduce the pressure to run slowdown as well as employing strategies that are situationally risky against better players (tunneling/camping/slugging). Which in turn would reduce the pressure to run second chance.

    Slowdown perks could be almost entirely removed at this point. Slap on some basekit protection against camping/tunneling to make it less appealing than playing without doing so in a map and tile system where it's not even necessary to do it. Then most second chance perks could also be entirely removed. Then the result is people who used those strategies for strategic value will not do so, because it will be less rewarding than playing without doing so.

    Eg, why would someone tunnel through 15s basekit BT (that removes the unhooked survivor's collision) and basekit good DS or similar anti-tunnel equivalents when playing without doing so would be way more effective since maps and tiles are both way more manageable? People who will do it regardless because they don't care will have to chew through whatever additional difficulties exist.

    Unfortunately, this is an insane amount of work I don't see happening anytime soon.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184775#Comment_3184775

    Yeah I mean Nurse only moves at 13.33m/s while blinking, nowhere near Wesker's 14m/s Virulent Bound and Blights 9.2m/s Lethal Rush.

    Nurse's basekit will never ever end up in a situation where she lands an attack without blinking unless a survivor misplays to hell and back. Blight and Wesker can play without using their power a single time at all and still score hits by virtue of being 4.6m/s.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186160#Comment_3186160

    Given the current greater ease than ever of hard tunneling out survivors, it seems too good of a buff for scummy killers, despite the benefits it would provide the general population of killers.

    Then that means the game should be adjusted in some other way to help counteract that. For instance, better information for solo queue so they can coordinate properly in response to early wanton tunneling. Or other forms of mechanics to help with that. So on and so forth.

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