THE_Crazy_Hyena
THE_Crazy_Hyena
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Actually.. this is a great idea, and a good incentive to prevent tunneling
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For me: Wesker, Huntress and Nurse
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As many have said prior: His basekit is fine, but his add-ons needs a serious pass, with the prime candidates being Compound 33, Alchemist Ring, and the speed add-ons.
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@Zeon_99 said:
When I can finally get out of a skull merchant game
Not all Skull Merchants are bad :)
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Spirit has already been nerfed a ton. You should be glad you didn't play against her when she had silent phasing
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@Duskztar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466311#Comment_3466311
While that would also be nice, it would rarely be used unless there's a huge BP incentive due to the huge disparity in value of perks, it just wouldn't mesh well when your teammates/opponents can just not do it and bring their meta perks if they choose. Plus on the survivor side I know players would get angry if their teammate dies early because of a bad randomized build.
That's why I proposed a seperate gamemode, so you can be sure everyone's perk loadout is randomized.
I think this is a great idea. I have been experimenting with random builds lately, and it has been incredibly fun, trying to make different builds work in my favor.
Kinda opened my eyes for Deja Vu, and how good it was for breaking a 3-gen situation, while also providing a small boost to repair speed.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465906#Comment_3465906
Problem is not solved. Real solution is nerfing him. Making him balanced and fair for both sides.
I mean, with the add-ons like Compound 33, Alchemy Ring and the speed add-ons being allowed to stay powerful for so long, I am wondering if the devs will actually do anything about Blight. He has been a chart (tier-list) topper alongside Nurse for a long time now. Spirit got nerfed hard, even though she was not nearly as powerful as the Nurse (even during her prime, with Prayer Beads and Dirty Uwabaki).
As for Wesker (being the topic of this thread). I can say that I am really sick of seeing both him and the Huntress at this point during the event. I'm not joking when I say that 90-95% of my matches lately has been against either one of these two. I do see the occasional Legion, Nemesis or Blight, and believe it or not, I ran into the Twins yesterday.
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@JackOfTrades said:
I have fun playing with people who actually have the intent of making my killer life a challenge, yet not "bullying" me.
This!
A fair and challenging match, with interactive survivors is the best killer experience. Not those who play super immersed and genrushes you into oblivion. Also, flashlight squads are the worst (good thing Lightborn exists).
Now as someone who plays both sides equally, a fair game without tunneling or getting proxied is also very welcome, as well as seeing other killers aside from Wesker, Blight, Huntress and Nurse 95% of the time
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Hmm. If implemented correctly, it could work as a special game mode.
Some survivors (like Bill, Jill and Leon) were actually trained in using firearms. So, what if there was a third goal of the match, like the special objectives in Black Ops Zombies, where you need to find parts for a super weapon, and then assemble it.
- For instance, have 4-5 parts for a weapon or some sort of trap (depending on the killer) scattered around the map in hidden areas, such as totem spawns, lockers, chests etc.
- When the survivors gather all the parts, they need to head down into the basement (or any other designated area, unknown to the killer) in order to assemble the weapon or trap. Once that is done, the objective is completed, and the survivors has to locate the killer and either kill or capture them. Once that is done, the exit gates and the hatch will automatically open, and the survivors are given 30 seconds to escape the trial, or get consumed by the Entity.
- If the survivors are unable to locate the parts, they could still finish the game in a normal manner.
I think that would have been really cool, to turn the tables for once, after all these years, and have it as a special game mode, where the survivors has three options of escaping.
Some ideas for weapons and traps:
- High-impact weapon such as a rocket launcher, with a home-made rocket, used against human killers (Wesker, Huntress, Trapper etc.)
- Ghost-catching trap (for killers like Sadako, Spirit, Wraith etc.)
- Stun guns or barbed baseball bats, and a large sacrificial hook (as a meme, and a fun way of getting revenge on the killer)
- Covered ground trap. Sturdy enough for a lightweight survivor, but not for a heavier killer.
- Killer cage. Will leave one survivor as a sacrifice (though they get bonus points for being the bait).
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The Sorcerer's Apprentice. Fun and silly movie
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It was deemed too OP, and got subsequently nerfed into the ground.
Granted, they could have done the same with this as with Self-Care, and reduced the self-healing speed by a significant margin
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Personal opinions:
What I describe as fun experiences are the following ones.
- Survivor side: Getting to play the game in its intended way, doing objectives, helping others, looping the killer, mindgames etc. I like the concept of random builds (i.e. Perk roulettes, like Monto used to do back in the day), and getting the most value from the perks chosen by RNG. We definitely needs the randomizer to be a permanent game mode, as it is super fun and enjoyable, not having to rely on the sweaty meta perks all the time. And I don't care if I escape or not, as long as I get a wholesome game which awards as much points as possible. More points = more fun, and I get to level up so many different characters, to keep expanding my perk list. Also, I love it when the full party of players bring cakes or party streamers.
- Killer side: Like with the survivor side of things, getting to play the game as intended. Interacting with survivors in a fair way (always trying to rotate who's on the hook), mindgames, trying different characters, learning to use new powers, and having a fair challenge. Random builds are also incredibly fun as killer, and it is also fun to goof around with meme builds or jumpscare builds like Scratched Mirror Myers on indoor maps. I don't care if I kill anyone, as long as I get my 8 hook states (two per survivor) before the match ends. I also love close matches where it feels like it isn't a one-way street. I always try to be as fair as possible, so that everyone can earn as much points as possible. That ensures every player in the lobby had fun.
What I define as anti-fun and detrimental to the game as a whole:
- Survivor side: Getting found within the first 10 seconds of the match (lethal pursuer), and then getting tunneled/camped for 3 hook stages without getting a chance to play the game. This is super frustrating and extremely boring (especially during the anniversary events). Idle killers is another thing: Had a match against a Ghost Face the other day who did not move at all. He just stood still the entire game, and did not interact with anyone. Also, getting matched up against players way above my own skill is not fun at all (I used to hover around the purple ranks before the grade system got added, as I play mostly casually, so the closest analogy would be to face someone who is clearly rank 1). Also, facing Wesker or Huntress in 90% of my matches can be really boring, really fast, especially considering those two killers excel at camping/tunneling. Also, toxic killers who nods frantically if you make one little mistake.
- Killer side: Getting genrushed by SWF squads who brought god-boxes with BNP's, flashlight squads (thank god for lightborn, but it should not be a requirement to use up one of your perk slots to counter that one thing), getting safe-looped (infinites) due to bad tile RNG, bodyblockers during the end-game, toxic teabaggers, and facing off against the same meta builds every match. It gets so repetitive and boring. Like with the survivor side, it is not fun to face off against squads of players that are way above my skill level. It gets one-sided too quickly, especially if I am trying new things.
Grinning Meg added for extra silliness
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Is it perhaps the time to bring back old Ruin, and old DS again? I mean, the way the game is played these days is just a toxic sweatfest, on both sides. No one, besides a few people are playing for fun and chilling out it seems like.
Either that or there has to be a penalty system in place to prevent tunneling/camping and genrushing, so that we get rid of this current meta. - I also believe the SBMM change is somewhat to blame for the rise of scummy tactics.
What I would propose at least is something like this:
- Survivors are fully invulnerable after getting unhooked, until they perform a conspicous action, or someone else is put on a hook.
- Killers who stay within the proximity of a hook for a prolonged while, while also not being in a chase will get a negative debuff to all Bloodpoint gains (subtracted after the match), that progressively gets stronger the more they camp the proximity of the hook (shown as a debuff icon with a counter that goes from 0-100). If said counter reaches 100%, the killer will not gain any bloodpoints after the match.
- Killers with traps are prevented from placing these within a 12 meter radius of the hooked survivor. Previously placed traps within the radius gets deactivated (Similar to how Skull Merchant drones work)
- Survivors that rush generators will suffer a speed penalty to all repairing if they complete generators too fast.
- If two generators gets done within 60 seconds of eachother, a 10% reduction of repair speed will take place on the 3rd generator. (takes 99 seconds to complete).
- If two generators are done within 30 seconds of eachother, a 25% repair debuff gets applied to the 3rd generator. (takes 112.5 seconds to complete).
- If two generators are done within 15 seconds of eachother, a 40% repair debuff gets applied to the 3rd generator. (takes 126 seconds to complete).
- If three generators are completed within 90 seconds of eachother, a 20% repair debuff gets applied to the 4th generator (takes 108 seconds to complete)
- If three generators are completed within 50 seconds of eachother, a 40% repair debuff gets applied to the 4th generator (takes 126 seconds to complete)
- If three generators are completed within 25 seconds of eachother, a 60% repair debuff gets applied to the 4th generator (takes 144 seconds to complete)
- If four generators gets repaired within 120 seconds of eachother, a 100% repair debuff gets applied to the last generator (takes a full 3 minutes to complete),
- If a survivor is killed or sacrificed during the debuff duration, all debuffs are reduced by 50% of their initial strength.
- If two survivors are killed during the debuff duration, all debuffs are deactivated.
This would likely eliminate the current meta, and force players into a more fun and interactive way of playing. It would also reduce the power of SWF groups, as they won't be able to genrush as easily, while the last member of the team is occupying the killer
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But what if survivors had a special ability too, like a personal power that makes each one unique. A small buff to whatever fits their lore and story in the best way.
I'll list a selection of survivors:
- Dwight: A 5% speed boost to cooperative actions - Makes sense, as he is supposed to be a team leader.
- Meg: Runs 2% faster - She is an athlete after all
- Claudette: Grants a 5% bonus to healing speeds (self-healing or otherwise) - She is good with herbal medicine.
- Jake (on being injured): Grits his teeth and keeps quiet for 30 seconds - The true survivor of the 4.
- Nea: Has a built-in 15% reduction to being staggered by falling from high ground. - Makes sense as she is good at parkour.
- Kate: Inflicts blindness for 10 seconds after being picked up by the killer. - A mini-version of Boil Over built in.
- Feng: Vaults windows and pallets 3% faster.
- Jeff: Has a 30 second immunity against aura reading at the start of the match.
- Jill/Leon: Flashlight/flashbang and blast mine blinds lasts 10% longer - These two are a quite similar.
- Ada: Scratch marks lasts for 2 seconds less. Kinda makes sense, as she is a trained secret agent.
- Thalita: Grants a 3% buff to generator repair speed.
- Renato: Gets a small Haste status as soon as a survivor is downed
- Mikaela: Blessing totems is 10% faster
That was just a few examples. I am sure the numbers could be tweaked, but this should make each one feel unique in a way.
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@TheTom20 said:
Why wasn't your team helping you? perhaps look to blame your team mates instead of the killer who was just doing their objective
Still, killers these days could at least TRY to get every player hooked once before committing to one person.
The person falling victim to a scummy killer does not enjoy the game at all. We all want to play to have fun, but in some cases that is quite impossible, especially if you get found first, and then tunneled the entire game.
I would never play in a scummy way when I am the killer, even if it cost me a hook or two. It is much more fun interacting with every aspect of the game, instead of being a tryharding meta slave. That goes for the survivor side too. It's much more fun that way.
Anyways, personally I think camping/tunneling/genrushing and such needs to be less effective for point gains and grade requirements. It is not fun to play in the sweatiest way possible
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Toolboxes used to be the same as a regular (yellow) one during past events. No idea why that got changed
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The issue with Wesker tbh is that he is really easy to abuse around hooks. Well, Wesker and Huntress specifically. They have been quite over-represented during the event so far. And all of them has been scummy. I get they are fun to play, but from a survivor perspective, they are NOT fun to face.
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@KingFieldShipper said:
To be honest no one is obligated to change how they play during an event, I don't, but I do wish people would chill a little bit (including myself, btw, I sweat on her because she's the only killer I remotely care about my mmr). Tunneling isn't really toxic either.
Of course not, but come on.. relax a little once in a while. Besides, you get more out of having nice long chases, and going for 8 hooks. At least that is what I am going for when playing killer during the event.. Unless people don't bring cakes ;) Then it is no mercy
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@Pulsar said:
Yeah, I noticed this too.
In my journey to P100 Steve, I put 91 Prestige Levels into him, which is about 4500 BloodWebs, iirc.
I got about 100 BPS and 150 Escape Cakes. That's ######### criminal, imo.
I SWEAR certain things are given weighted percentages.
Seems like actually useful bloodpoint offerings (like cakes, survivor puddings and bloody party streamers) are way harder to get than the single-category ones, of the same rarity.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457709#Comment_3457709
Even then, I think it's still too slow on its own, plus it is very vulnerable to Mangled and Haemorrhage.
I agree. With Sloppy Butcher being used at least 95% of the time these days, I think either the Mangled effect needs a nerf, or Self-Care needs to be brought back to 50% as a decent counter.
Now, if the killer also runs Coulrophobia, you are kinda screwed.
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@fulltonon said:
You can still heal people within 8 seconds just with a perk, how can you call it "too much nerf"...?
That does require someone else to heal you. I was specifically talking about self-healing from a solo survivor's perspective.
If I play with a group, I always tend to run We'll make it, to circumvent the effects of Sloppy Butcher (or add-ons that does the same)
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@Halloulle said:
Overall I like the changes to healing, tbh.
Though, I do think two things could need some attention; for one, Sloppy needs close monitoring. There's plenty of M2 injures where sloppy doesn't apply - but there's also plenty Mangled/Hemmorhage add-ons to help with that. Maybe how Mangled / Hemorrhage works needs fine tuning somewhee down the road. And second, there should be a more noticeable difference between a brown and a purple medkit. There is rarely ever a scenario where it makes sense to choose a medkit to heal others over a perk to heal others. They are still most valuable as a personal item - just that now you really wanna have them brown medkits cause they have the best ROI; same value, smallest cost. The yellow, green and purple med kits need, imo, some nice other stuff to make it worth healing other people with it. Idk, that healing someone from mending state is much faster, or healing someone off the ground, that grunts of pain are reduced / silenced or whatever else have you that doesn't change the speed of the basic heal but is still valuable in a significant number of contexts.
This is a very good idea.
BHVR's idea of "normalizing" the med-kits was a somewhat bad idea, as there are virtually no benefits of bringing higher-tier kits into the trials
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@ChrisPyre said:
healing didn't get nerfed though. the base healing speed nerf from the ptb was reverted. literally only self healing was and in fact altruistic healing was buffed in many regards
Still, that does require people who actually step up and heal you, instead of running away as soon as the heartbeat sounds.
Way easier with a group to be honest, as we are on comms. I think the self healing nerfs are negatively affecting solo survivors more than anything. And with the prevalence of Sloppy Butcher at the moment, going solo can be a bad experience, since you have no way of circumventing the slow self healing speeds, and the problems of facing killers with Sloppy Butcher becomes clear.
A much better way of reducing the effectiveness of self healing would have been to add a group scaling factor to self healing speeds (pre-nerf med-kit or 100%). For example:
- 2 players teamed up: Self healing and perks that increase healing speed is reduced to 70% of normal speed
- 3 players teamed up: Self healing and perks that increase healing speed is reduced to 60% of normal speed
- 4 players teamed up: Self healing and perks that increase healing speed is reduced to 50% of normal speed
- Solo player: No additional penalty
This way, solo players wouldn't be as reliant on other players, and you would in turn not screw them over by healing yourself after being unhooked, even with Sloppy Butcher in play. SWF groups would also be much more balanced, as they would require teamwork to heal eachother.
Granted, with today's healing system, you could always bring one charge add-on and a syringe to allow for two full heals. One slow heal, and one that is always 16 seconds, regardless of perks that the killer brings.
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What they could do instead is to remove the speed burst and exhaustion part of it, and instead give it a basic cooldown, like Quick and Quiet (30/25/20 seconds) on the stagger reduction part of it. This would ensure that it is not too strong, and that it is actually useful in certain scenarios.
Back in the day, people didn't run Balanced for the speed burst, but the stagger reduction instead. Re-work it and make it do stagger reduction only. That is my honest opinion on Balanced Landing
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Personally, I think the first perk would enable a bit too much tunneling. A suggested change would be to have the savior's aura shown to the killer instead (the person who healed the injured survivor). This would prevent tunneling to some extent, and make rescuing others a higher risk.
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As someone who has played a lot of Doctor, I can say that I do agree with this
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@adam1233467 said:
Medkits are still good and the medkit nerf was needed, healing was too strong before, now they are in a good state
True. Med-kits needed a nerf, but with the hard hitting nerfs to all healing, shouldn't something be done to Sloppy Butcher too? I mean, that perk is extremely obnoxious to see almost every game nowadays.
Just a thought 🤔
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In fairness, I think it is time that Ruin is brought out of the mud.
Here are my suggested changes for the perk:
- Increase the passive regression rate to 140/150/160% based on perk rank.
- The Entity blocks the totem for 100/110/120 seconds at the start of the trial.
- If the totem stands for more than 7.5 minutes, red skillchecks will appear.
This will make Ruin a worthwhile perk to run again, and worth defending to get the full potential out of it. It would also act as an incentive to focus on defending it instead of camping survivors on hooks.
Now as a side note.. You should consider making Iron Will usable again. Give it a 99% reduction in grunts of pain (practically inaudible), but still countered by the likes of Stridor. When Spirit players can easily locate Iron Will users in her power, something is very wrong.
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So, in essence, going back to the old ranking system, but with bonus points for actually doing well, and playing in a proper and tasteful manner. I must admit that I like this idea
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@AngelOfHope2017 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452320#Comment_3452320
I agree. It doesn't seem like a TRUE MMR.
Or just go back to simpler times, and ditch the SBMM altogether. It has no place in a game like this to be brutally honest.
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@Digfish said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455158#Comment_3455158
The OP is complaining about it from a Killer perspective, saying that survivors dropping pallets is equivalent to Killers tunneling in how annoying it is for Killer's to face. They weren't arguing that it was wasteful.
Quite frankly, I think most people are too precious with pallets. Some won't drop a pallet even if it means that they will go down. A pallet is never worth as much as a hook state, and it's always better to extend the chase and buy your teammates more time on gens.
Some players do pre-drop too much, but a lot of the time, pre-dropping can be necessary, especially against certain killers who are able to counter pallets.
A famous quote: "A pallet a day keeps the killer away"
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@Gandor said:
because they are the most effective strategies for the Killer players
That's the biggest issue with the game. Most effective tactics being the most boring one. Tunneling/camping should not be most effective
I completely agree. I really despise killer players who tunnel one person until they are dead, and then rinse and repeat.
I am not one of those killers, fortunately. But the thought has crossed my mind a few times, especially when the matchmaking decides to randomly put me in a lobby with a P100 "sweat with friends" squad who look like they are practicing before a tournament.
So, it might not be the players themselves that are problematic, but the matchmaking system having a lot of trouble discerning skill levels. The old ranking and matchmaking system was indeed better. I had way more fun on the killer side before the SBMM change, so that might be one of the reasons why killer players tend to sweat more these days.
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What really could be done to prevent Bubba camping is to introduce a tiered system of penalties to his power, based on time spent near a hooked survivor, and proximity to the hook - Closer than 32 meters, or close enough to not gain a Devour Hope stack for instance.
For example, it could work like this:
Between 32 and 24 meters from the hook, the following effects occur:
- While moving, nothing out of the ordinary. - You have a small radius around you that needs to verify that you are on the move.
- While stationary for more than 12 seconds, and not doing any actions (breaking pallets, kicking gens etc.), or under the effects of pallet stuns or flashlight blinds, charges start depleting by one for every 8 seconds.
Between 24 and 16 meters from the hook, the following effects occur:
- While moving, your charges refill at 90% of its normal rate.
- While stationary for more than 8 seconds, you lose one charge every 6 seconds.
Between 16 and 8 meters from the hook, the following effects occur:
- While moving, your charges refill at 75% of its normal rate.
- While stationary for more than 4 seconds, you lose one charge every 4 seconds.
Between 8 and 0 meters from the hook, the following effects occur:
- While moving, your charges refill at 60% of its normal rate.
- While stationary for more than 2 seconds, your charges will instantly deplete.
This might be what needs to be done to put an end to camping Bubbas, once and for all. And yes, it will work on Insidious basement Bubbas too.
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First off, I do like the new map. It has a very cool atmosphere, and it plays pretty well. Might be a tad survivor sided due to its size, but I only have a limited sample of killers versed on that map as of now. Meaning more play time required to truly find out how balanced the map is.
Second. The new killer (Singularity) seems a bit on the weaker side for now. Takes a lot of setting up to do, and he gets easily countered. One change I might suggest is to reduce the EMP duration on the biopods, as they are rendered useless for a long time with a single EMP use.
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I find "The Game" to be a very balanced map for both sides.
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@FeelsBadMan said:
Here a selection of pictures of fun games:
https://us.v-cdn.net/6030815/uploads/4D0NF54JGE50/20220619000339-1.jpg
https://us.v-cdn.net/6030815/uploads/L95M9OVNKAEB/20220620011531-1.jpg
https://us.v-cdn.net/6030815/uploads/OZP8KCAQRKJI/20220621012846-1.jpg
https://us.v-cdn.net/6030815/uploads/GNMJ1DGCS5PQ/20220621024733-1.jpg
https://us.v-cdn.net/6030815/uploads/FZYXL2Z3DMJM/20220613220954-1.jpg
https://us.v-cdn.net/6030815/uploads/UDV5RTT0BY33/20220621024647-1.jpg
For the love of god, BHVR nerf her!
I think the best (and most fair way) of nerfing the nurse is to straight up remove the omegablink add-ons. Even hardcore Nurse mains like SupaAlf admits this. It will definitely tone her down a notch, since the omegablinks also increase her blink travel-speed, making shorter blinks incredibly fast, and much easier to land.
This won't affect good Nurse players too much, but it will definitely raise her skill ceiling
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In all honesty, PC is the most flexible platform for controller variety.
In addition to the standard mouse and keyboard combo, you can pretty much use any console controller (from PS3 onward, and from the Xbox 360 onward) without any major issues. Direct connection with cable is the most straightforward way (Plug'n play), but wireless adapters can be had as well.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/3008718#Comment_3008718
I never heard of a person get a 50+ winstreak since mmr started.
I beg to differ. Just watch SupaAlf on youtube. Nurse main, currently on a 200+ winstreak
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@Persephone_ said:
The problem is it's not just "Autohaven, any map". It's specifically Gas Heaven. It has been like this for about three weeks and have been wondering if it's bugged? I know people tend to exaggerate but I recently had four matches back to back on that map. I know every piece of junk on there now. Compared to the other Autohaven maps it's also a terrible map for most killers. 😭
For me, it has been either Azarov's Resting Place or Wretched Shop, arguably the better two variations
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@Peanits said:
As with every update, this is by no means a list of every perk that we think could use some changes. We only have a certain amount of time to work on each update. If you don't see it here, it doesn't mean that we think it's fine or that we won't ever touch it.
When a new chapter launches, we collect feedback throughout the PTB and live release. This doesn't always leave us with enough time to change a perk right away, since we need to submit our builds to the various platforms well in advance. It just so happens that our first opportunity to make the change we've been playing to Overzealous happens to be in the same update that overhauls a bunch of other perks.
We added it to the counter because it would be much stranger if we quietly left it out and didn't mention it only for it to get changed by surprise at the same time.
Also:
https://us.v-cdn.net/6030815/uploads/JFI8WT86VP9R/image.png
nice
In all fairness, Overzealous is a bit weak, considering how you must first find and break a totem, then avoid the killer at all cost, to maybe get a 6% increase to gen-speed (In other terms: shaving off roughly 4 seconds from a standard repair), while co-op'ing with Prove Thyself takes roughly half the time to finish (I think it takes 37 seconds to two-man a gen with PT, and 76 to finish one solo with OZ).
Toolboxes and BNP's can shave off even more time. I heard a full 4-man SWF set the record at 6 seconds for a single gen.
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@meatisadelicacy said:
Survivors have to win to get the cosmetics. It's a killer's job to stop them from doing gens. Are you really so bad you expect your opponents to help you out?
Survivors only need to open the gate, it does not require that they have to survive to get the cosmetic.
If they want to help the killer getting at least 8 hooks (2 each) I'd say that is fair game
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3006058#Comment_3006058
Yes i can, because a game is supposed to be fun and not a chore, no matter how many bp you get.
I won't mind longer games for extra BP I find quicker games boring as all hell. I'm in it for the points, and to get my characters leveled in time for the prestige rework
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@Seraphor said:
I've had the opposite extreme so far, super sweaty PC master race seal team teabag SWF. It's like matchmaking is oversaturated with high level survivors so all us mid-level chill killers are forced to go against them.
I never had this issue back when the rank-based system was in place. I always got chill survivors who was nice to play against.
Nowadays, they are always like the ones you describe
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@Akumakaji said:
Well, during my first three games I went in as casual as possible and brought party streamers. Got genrushed and flashlight blinded at every opportunity. Even broke chase after hiting a survivor who came for the rescue to let him unhook another one, but they were all dead set on sweating it. Smh.
This is my experience when playing killer
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I am very biased when it comes to SBMM, but that comes from experience with other games that should appeal to casual players, but it feels the opposite. Call of Duty went downhill after they implemented SBMM. It made the matches incredibly boring and stale, where pretty much every match played out the same. The sweat was real.
I see the same thing here. The matches are incredibly similar every time. No variety, like it used to be like. That is the problem with SBMM, the lack of variety. It makes the game predictable and boring. I'd much prefer the old matchmaking system to the one we have now.
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@JawsIsTheNextKiller said:
To be honest I don't really understand the survivor SBMM. I usually play solo so I usually don't escape. This should mean that my MMR is usually going down. So why isn't my survivor MMR zero? Or if it is zero, why am I getting killers that are somewhere between reasonably good and godlike?
Excellent question. This seems to be the norm for many of us. I have not seen a "bad" killer in a very long time.
edit: unless I play the killer myself. I can hardly ever get any kills, let alone a 4K. Maybe once every blue moon if I run the sweatiest tryhard builds with the most overpowered add-ons
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@Johnny_XMan said:
I— - can’t say I disagree.
I’ve started playing Evil Dead lately and I am so happy there is no post chat in that game. You can tell a difference.
I think it’s the devs’ move at this point. The ball is on their court if they want to see players have a better experience. The game currently is full of RNG, whether it’s map design being against killer or survivors, whether it’s survivors wanting to play with non-meta perks only to be subjected to being camped and tunneled, whether it’s killer being subjected to false accusations… we could go on.
The game has the potential to be fun, and it makes me angry that we don’t have that. I know there is no simple answer or solutions and there are many hours and players who genuinely just want to have a good time. The devs should re-work the game from this perspective… that EVERYONE wants to have a fun and interactive game. Winning is absolutely fun, but much of the matches you win in DBD have some type of RNG attached to them followed by players cheesing the match via perks or in-game playstyles.
I remember I used to have more matches in the past where I was losing but I was still having fun, now not so much.
The game actually used to be fun at some point. But that was before SBMM became a thing
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@TeabaggingGhostface said:
Btw agitation is 18% movement speed and unnerving is 10% skill check chance
Unnerving also has a 60% reduction to skill check windows, not 75%
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3000460#Comment_3000460
From a PVP game perspective being able to mori someone out at game start with just the offering was definitely not great.
From a thematic horror perspective Mori's were great and that's why I miss them.
It was change for the better but something was also lost too.
I'm not against change but it has to be change for the better though and I find a lot of the killer nerfs often don't feel like an improvement from either side of the game.
To be fair, only the ebony mori did need a change. Ivory mori was fine, considering it could be a tool to take out ONE player, and slow the game down a little bit. The way the situation is now, is that you either meet toxic SWF groups that run flashlights, survivor sided map offerings, and they will gen-rush you into oblivion, or you get total potatoes, there is like nothing in between.
I really miss seeing mixed ranks, where you faced a variety of skill levels, everything from new players to seasoned veterans. It made the matches fun and enjoyable, and you could play any killer you wanted.
@pseudechis said:
DH and COH are often a given, being as strong as they are.
But not every survivor runs the meta. A lot do that's why its meta but not every.
You are right about the killer roster though, I find it interesting that people lament seeing the same killers (typically blight/nurse), they are ones that consistently preform at a level on par with a stacked survivor meta.
I mean we used to see a lot of spirit, slinger and huntress but everyone complained they were OP and they nerfed either their powers or their addons so now we have blight/nurse.
The collective is still screaming for nerfs too while also complaining that they only see blight/nurse.
It's becoming more obvious that people don't want varied games or strong killers they just want to be able to loop the same way every game and have it work equally well against every killer. Antiloop has no counterplay, X is boring, you should play like this at x No. of gens etc etc.
I miss having to guess whether spirit was using her power or not, it was different and threatening and required some observational skills.
I miss having to aggressively dodge/avoid huntress because her hatchets were scary and she could have up to 3, (yeah hit boxes are still borked and you get some weird hits but the solution to that is fix hitboxes not nerf hatchets).
I miss having to wildly spin and juke because slinger could quick scope you out of existence.
I miss having to hide in early game because ebony moris could end you in an instant.
I miss these things, I get why they were changed to some extent but I miss them.
People don't want scary because apparently dying in a horror game, even thematically, is annoying... people want safe and predictable because winning is fun.
I do miss many of the things you listed here. Especially the old pre-nerf Spirit (she was my main killer). It was insanely fun, yoinking people of generators, and being genuinely scary. You really can't do these things anymore.. well except with scratched mirror Myers, or silent Wraith.
DBD is really nothing like it used to be like. It was genuinely creepy in the early days
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@Vampwire said:
thank you all for the advice. i think ill give him a few more chances before i write him off as hopeless.
Doctor is probably my most played killer at this point. He's actually really fun, and he is great for farming bloodpoints with. Mind you, he does struggle on larger maps (both red forest maps, macmillan, coldwind and RPD are particularly bad), but he truly shines on smaller maps like Lery's and the Game.
I love to run the "impossible skillchecks" build once in a while, and just hear those gens go "POP, POP, POP" over and over.
Iridescent King is a brilliant add-on, and combines all the passive tier 3 effects into one (Hallucination, fake pallets, red stain, constant heartbeat and so on). Combine this with a purple Calm add-on, and the perk Distressing. Then you will have a lot of fun with a hilariously large terror radius (somewhere around 50 meters)
